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BadBoyBill
12-05-2010, 09:49 AM
Current Version 2.23b

Please read carefully before using.

*Note: Using this is not required for the next HS 2.0, this is compatible with the current HS and the upcoming HS.

About: For new users. Basically HyperLaunch is a seperate game launcher for emulators and programs. HyperSpin can launch games on its own, but by enabling HyperLaunch you open up a whole new world of scripted game launching. Scripted game launching is much better because scripts can control exactly what happens during the launching of a program or game. It also controls the exiting. This is especially important for arcade cab users because we want the most professional looking system possible. Launching a game cleanly and exiting cleanly is what HyperLaunch is all about. Normal users do not have to know how all this works, you should just enable it and maybe configure a few settings for your specific needs.

Purpose: The purpose of this different version of HyperLaunch is:

1. To make it easier for new users to use. The current HL requires people to learn how to update an ahk file and recompile it to make changes. This version eliminates that. You never need to compile HyperLaunch or its modules.

2. To make HL modular. This means that each system has a different mini script that users can download on a per emu basis. A new user can simply download the module for the system and thats it. This eliminates having to add systems to HyperLaunch via scripting.

3. To make HL settings such as emulator exit keys editable from outside the script. This re-enforces number 1 above. The user should not have to edit the script.

4. HL "IS" a command line program that HS calls to launch emu's for cleaner launching and exiting. It has alwasy been this way and still is, but now HL has a mini gui if you double click it. This makes it so you can test your emulator configs and game launching without even running HS. HyperSpin is not needed to test your game launching.


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INSTALLATION

Step1:
Open Settings.ini and add these new HyperLaunch settings below your Main section and make this new section.

[HyperLaunch]
exit_script_key=~q & ~s
exit_emulator_key=~Esc
toggle_cursor_key=~t
hide_cursor=false
hide_desktop=false
hide_taskbar=false
path_to_daemontools=
path_to_cpwizard=
cpwizard_delay = 8000
cpwizard_params = -timeout 9000
last_system=MAME
last_rom=1942


Step2.
Make a new folder in your install directory called Modules. Each module goes into a folder of the system name. Your install directory is your root Hyperspin folder. It should always be placed in the root of one of your drives, like this:

C:\Hyperspin\
or
D:\Hyperspin\
The reason you want it here is to minimize the chance of running into a 255 character limit in your paths.

Using the above example, you should now have a folder like so:

C:\Hyperspin\Modules\

For each system you have in your C:\Hyperspin\Databases\Main Menu\Main Menu.xml, you need to create a folder using the same name exact name in that xml.
Example:

C:\Hyperspin\Modules\MAME\

Now visit HyperList (http://hyperlist.hyperspin-fe.com/?module=browseahk), create a login if asked. For each folder you made, download a module of the emu you want to use and place it in the folder for that system. When saving the module, be sure to name it exactly the same as the folder you are placing it in:
Example:

C:\Hyperspin\Modules\MAME\MAME.ahk

Step3.
Download the new HyperLaunch 2.x package at the bottom of this post and extract it into your root Hyperspin folder from above (eg C:\Hyperspin\). Any updates to HyperLaunch will be posted at the bottom of this post.

Whats inside:
HyperLaunch.exe (The compiled launcher, source code can be found on HyperList)
autohotkey.dll (This is why we dont have to compile modules)
7z.dll (Required for 7z functions)
7z.exe (Required for 7z functions)

Step4.
Each module contains notes at the top that you are REQUIRED to read and follow. Many modules have user settings you can edit below the notes section to turn emu or module features on or off, or just make controlling the emu easier without having to run it manually.

Some modules also require additional downloads that can be found on the FTP until HyperList supports hosting of these files. If you try to run a system, and it warns about a missing file in your modules folder, chances are it's found on the FTP.


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HOW TO USE
Once everything is done you should be good to go. Assuming you have mame configured in your settings already you can now run a test without even opening HyperSpin.

Double click HyperLaunch.exe. You will see the mini gui where you can run tests.

http://www.hyperspin-fe.com/images/HL2.jpg

Simply type in the name of the System and the Rom Name and click test.

If your game runs, then it will run from HyperSpin.


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DO NOT attempt to compile HyperLaunch.ahk to a new exe unless your using a special version of autohotkey. Autohotkey_H. See notes at the top of script for link and info.


HOW TO USE CPWIZARD SUPPORT:
For each system, add these new HyperLaunch settings to your Hyperspin\Settings\systemname.ini

[exe info]
hyperlaunch_cpwizard_enabled=false
hyperlaunch_per_game_modules=false

Definitions:
hyperlaunch_cpwizard_enabled - Turn this feature on or off
hyperlaunch_per_game_modules - This only needs to be added if individual games have their own scripts. This would probably be true for a PC games wheel

In your Hyperspin\Settings\Settings.ini, make sure you have these keys:

[HyperLaunch]
path_to_cpwizard=D:\HyperSpin\Utilities\CPWizard\C PWizard.exe
cpwizard_delay=8000
cpwizard_params=-timeout 9000

Definitions:
path_to_cpwizard - Make sure this points to your CPWizard.exe
cpwizard_delay - The amount of time, after cpwizard runs, before continuing to load the module, in milliseconds
cpwizard_params - ?? unsure (someone please let me know if I have these right)


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HOW TO USE 7Z SUPPORT:
If you happen to want 7z support for your roms (meaning any rom can be zipped and work with any emulator where the module supports it) then follow this guide to set it up.

Now you can use any compressed rom with any emulator. This requires only a couple lines in each module (most modules have been updated to support this). HyperLaunch will first check if your rom exists in the archive before attempting to extract. Then it will extract to your 7z_extract_dir and send the correct path and extension to your emulator to be launched. Your romExtension has to include the archive file type and the rom you want to look for inside the archive. So for example you compress your game boy color games with 7z, romExtension should be set to gbc,7z.

Rom names inside the archive need to match the name of the archive, which also matches the game's name in your xml. So for example, if you have a rom named "Mario (USA).rom", your 7z needs to be called "Mario (USA).7z".

Only the rom that HyperLaunch is looking for has to be the same name. This is the case with CD/DVD based games with multiple tracks as files. You might have an archive called "Wipeout (USA).7z" and inside you can have "Wipeout (USA).cue, Track1.bin, Track2.bin, Track3.bin, etc". This would work as long as the cue contains the correct filenames to find the tracks and you set cue as your rom extension.

You have a choice in each system if you want to delete the temp uncompressed roms or keep them. The benefit of keeping them is you can track what games have been played or keep locally only the roms you play the most for quickest launch speeds. This is really nice paired with server hosted roms or a NAS box.

Each system you can define a separate extract to folder, or keep the default windows temp folder defined for you.


[exe info]
7z_enabled=false
7z_extract_dir=%A_Temp%\
7z_delete_temp=true

Definitions:
7z_enabled - Do you want to let HyperLaunch uncompress the roms for you? Set to true if your emulator doesn't support the compressed format your roms are in.
7z_extract_dir - The temp dir we want to uncompress our rom to, Default is your windows temp folder
7z_delete_temp - If true, will delete the temp folder upon exit of the module


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HOW TO USE FADEIN AND ITS IMAGES:
Create a folder in your Hyperspin\Media\Systemname\Images\ called GameStart. HyperLaunch will search and load these images if found: top.png (banner shown along the top of the screen during loading), middle.png (banner in the middle during loading), bottom.png (banner along the bottom of the screen during loading).

Optionally, you can place an image for each romname in this folder, and HyperLaunch will replace the middle.png with it instead. This allows custom per-game images (like control images) to be shown before loading the game.

In order to turn on the images or fadein/fadeout, we use a 2-part system to enable either global, or system specific, user settings. You need to add these default global settings to your Settings\Settings.ini file like so:


[HyperLaunch]
fade_in=false
fade_out=false
fade_color=0x000000
fade_in_duration=500
fade_out_duration=500
fade_in_delay=0
fade_in_interrupt_keys=anykey

Next, add these system-specific ini keys/values to the [exe info] section in each systemname.ini:


[exe info]
fade_in=use_global
fade_out=use_global
fade_color=use_global
fade_in_duration=use_global
fade_out_duration=use_global
fade_in_delay=use_global

What this does is, as long as you have "use_global" set in any of your system.ini's, it will use the value from your Settings.ini. If you want a specific system to have its own setting, just change "use_global" to a same value type as found in the Settings.ini. So for example, fade_color uses a hex color (0x000000) in the Settings.ini, so in your systemname.ini, it would also have to be a hex color (0x00FF00).

Definitions:
fade_in - If true, Hyperspin will fade out to the fade_Color set below. Set to false when troubleshooting a module for launching problems.
fade_out - If true, the emulator will fade out when exiting to the fade_Color set below. Set to false if you run a true fullscreen emulator or you see flashes instead of fading, or when troubleshooting a module for launching problems. This will only work correctly with windowed fullscreen resolutions, not true fullscreen.
fade_color - Color you want to fade to when loading and exiting. This is a 6-digit RGB color Value.
fade_in_duration - The speed at which the fade_in occurs in milliseconds.
fade_out_duration - The speed at which the fade_out occurs in milliseconds.
fade_in_delay - How long your images will stay on screen before continuing to load the emu. This can be interrupted by hitting any key defined in fade_in_interrupt_keys.
fade_in_interrupt_keys - If set as "anykey" (the default), all keys on the keyboard will interrupt the fadeIn screen. If you want to customize what keys will interrupt, change this value to list of all your desired keys. Example, you want to use F1, F5, Left Shift and Right Control, this variable would look like {F1}{F5}{LShift}{RCtrl}. Joysticks are not supported, but you can have a joystick button send a keyboard key via any keyremapping software. You can find the list of definable keys here (http://www.autohotkey.com/docs/KeyList.htm). Note: letters and numbers do not need to be defined, they are automatically always enabled.


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HOW TO USE KEYMAPPER:
ONLY Xpadder (2012 versions) and JoyToKey (v5+) and Autohotkey scripts are supported options for keymapper functionality. Will not work with JoyToKey v3 or below.
Create a folder in Hyperspin\ called "Keymapper Profiles" (this can be changed in Settings.ini). This will be where you place your keymapper profiles. The folder structure works like this (using MAME as the example system):
Hyperspin\Keymapper Profiles\ - place your Hyperspin profile here (ex. Hyperspin.xpadderprofile) - This profile is only "needed" if you have to remap controls while browsing in Hyperspin.
Hyperspin\Keymapper Profiles\ - place your default profile here (ex. default.xpadderprofile) - This will be your main profile and used for all systems you don't make system-specific profiles for.
Hyperspin\Keymapper Profiles\MAME - place your system MAME profile (ex. MAME.xpadderprofile) here and any MAME rom-specific profiles here. (ex. 88games.xpadderprofile).

The profile chosen when you launch a game works like this: It will first look for a rom profile, if not found, it looks for a system profile, if not found, it looks for the default profile for all systems. Lastly, if no default profile, it will load the Hyperspin profile. If no profiles are found, it will error out.
So to recap, the order profiles are loaded are:
1. Game specific profile
2. System specific profile
3. Default profile
4. Hyperspin profile

On exit of emu, HyperLaunch will close or unload your keymapper if no Hyperspin profile is found. If you have created a Hyperspin profile, it will load it.

Xpadder Setup:
1. Run it and follow the initial setup prompts.

xPadder multi-player support:
If you want to load multiple profiles, one for each player (up to 4), you simply have to add another profile with the same name, but add a [p#] after it. For example, you would load Mame.xpadderprofile to player 1 and Mame [p2].xpadderprofile to player 2. Don't forget the space. For 4 players you would have "Mame" "Mame [p2]" "Mame [p3]" "Mame [p4]". This works for all 4 profiles in the hierarchy above.

If you want to install one of the keymappers, use whatever one you like, but xpadder is a better choice.

JoyToKey Setup:
1. Start JoyToKey in a minimized mode
2. Hide icon from taskbar when minimized

Autohotkey Setup:
1. Create a new ahk file and place your remaps you want to use in ahk code. You can find more info about how to remap via ahk here (http://www.autohotkey.com/docs/misc/Remap.htm). A list of support ahk keys can be found [/url]here.
2. Save the file as the game, system, hyperspin, or default profile you want HyperLaunch to load it for.
3. So let's say you want to remap a to b and c to d using ahk for the rom "Mario" for Mame. You would create a "Mario.ahk" in "Keymapper Profiles\Mame\" and in it you would find the following remaps:

a::b
c::d
4. You would also have to set keymapper=ahk either as your global setting in Settings.ini or only specifically for Mame in the Mame.ini.

INI Setup:
In order to turn on the keymapper support, we use a 2-part system to enable either global, or system specific, user settings. You need to add these default global settings to your Settings\Settings.ini file like so:


[HyperLaunch]
keymapper_enabled=false
keymapper=
keymapper_path=
keymapper_profile_path=%A_ScriptDir%\Keymapper Profiles\

Next, add this system-specific ini key/value to the [exe info] section in each systemname.ini:

[exe info]
keymapper_enabled=use_global
keymapper=use_global

What this does is, as long as you have "use_global" set in any of your system.ini's, it will use the value from your Settings.ini. If you want a specific system to have its own setting, just change "use_global" to a same value type as found in the Settings.ini.

Definitions:
keymapper_enabled - Iif true, enables keymapper support for all systems that have "use_global" set in their systemname.ini
keymapper - Default is blank, but choices are "xpadder" or "joytokey" or "ahk"
keymapper_path - Default blank, this is the path to your keymapper exe, for example C:\Hyperspin\Utilities\xpadder\xpadder.exe
keymapper_profile_path - The path all your keymapper profiles are stored, default is Hyperspin\Keymapper Profiles\

Note: If you have keymapper enabled for a system, you need to make sure you have one of the 4 profiles from above located in your keymapper_profile_path for all games. So lets say you have xpadder enabled for Mame and made only a Mario Profile, but don't have a default, hyperspin, or Mame profile and you decide to play Gradius, you would get an error that you have keymapper enabled, but could not find a valid profile. If you don't want to remap any keys for any other Mame games, you can just create a blank profile called Mame.xpadderprofile and you won't get the error anymore.


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HOW TO USE SKIPCHECKS:
This is for Hyperspin 2.0 ONLY. *Warning* setting this to true should only be used for special case scenarios, like systems that do not use roms. Example - MUGEN, OpenBOR, and PopCap.

This will allow you to skip most checks, including path, rompath, exe, and romextensions. Hyperspin will assume you have everything setup correctly and just launch what you tell it. Using MUGEN as an example, it will just launch the exe required to start a MUGEN game, w/o having to create a blank txt file or a batch/lnk file to pass the initial rom check.

In order to turn on skipchecks, add this ini key/value to the [exe info] section in your systemname.ini:


[exe info]
skipchecks=true


Definitions:
skipchecks - If true, HyperLaunch 2, paired with HyperSpin 2 only, will skip most rom/path checks


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HOW TO USE HIDECURSOR:


[HyperLaunch]
hide_cursor=false (if true, hides the mouse cursor for all systems that have "use_global" set in their systemname.ini)


[exe info]
hide_cursor=use_global


What this does is, as long as you have "use_global" set in any of your system.ini's, it will use the value from your Settings.ini. If you want a specific system to have its own setting, just change "use_global" to a same value type as found in the Settings.ini.


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HOW TO HIDE YOUR TASKBAR:

1. Download the HideTaskbar.zip attached at the bottom of this post.
2. Extract it wherever you like and Open HyperHQ.
3. Goto Main Settings -> Startup/Exit and set the Startup Program to HideTaskbar.exe
4. Make sure hide_taskbar in your Settings\Settings.ini is set to false (we don't want HyperLaunch to control taskbar hiding because it is being hidden by HideTaskbar.exe instead)

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TROUBLESHOOTING:
- Check if you are running the latest HyperLaunch, found at the bottom of this post.
- Check you are running the latest module of the system/emulator you are trying to launch. Always stay upto date with module versions found on HyperList, I will not offer support for older modules or ones you found on the forum/ftp unless stated otherwise.
- At the top of each module has an emu version number. The module was ONLY tested to work with that specific version emu. I cannot stay upto date with every emu release, so eventually a module may break with newer emu releases. After you have exhausted all other options and you still cannot get the module to run, make a post and I will look into updating the module.
- Did you open the module up in Notepad (or your preferred text editor) and follow all the notes at the top?
- Did you set the user settings at the top of the module? Many modules have settings at the top that require manual changing for the emu to work properly. I set what I believe should be default on them, but they may not work for you. These settings will overwrite any changes you make in the emu itself, so it is vital you are aware they are there and set them appropriately.
- If you feel like you are seeing too much of the emulator launch process (eg. the emu window showing before the game does), did you setup and turn on fade support to hide it? Each of my modules are designed to use fade as your finishing touch. When fade is off, you are supposed to see emu windows or something launching and/or closing. This is how windows works when programs take focus. Fade makes an attempt to hide all that.
- If you edit the module in anyway besides the user settings at the top, you take full responsibility if something doesn't work.
- Do not PM the author asking for help on a module. First search the forum for your problem, if you just cannot find any info on it, make a post on a relative thread, or create a new one.
- Include your ENTIRE HyperLaunch.log (found in your Hyperspin dir) in your post.
- Please use [URL="www.pastebin.com"]pastebin (http://www.autohotkey.com/docs/KeyList.htm) to post scripts or relative info if you feel it is necessary. Screenshots or videos go a long way to helping solve your issue.


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DOWNLOADS:
HYPERLAUNCH 2.23b DOWNLOAD (http://www.hyperspin-fe.com/forum/attachment.php?attachmentid=16200&d=1337167222)
HideTaskbar Download (http://www.hyperspin-fe.com/forum/attachment.php?attachmentid=15784&d=1336100968)

Modules
CLICK HERE (http://hyperlist.hyperspin-fe.com/index.php?module=browseahk)

djvj
12-05-2010, 10:33 AM
Great, can't wait to test. Typing a system name and rom name I can already see as being annoying. At least pull the system names from the Main Menu.xml. If you were planning this already, then disregard.

Dazz
12-05-2010, 10:37 AM
Great, can't wait to test. Typing a system name and rom name I can already see as being annoying. At least pull the system names from the Main Menu.xml. If you were planning this already, then disregard.It will eventually pull the name name and rom from the command lines, but this is just for testing purposes.

djvj
12-05-2010, 10:39 AM
Some specialized scripts require hidedesktop turned off, or turned on at specific locations of a script. Having this global does not support this.

BadBoyBill
12-05-2010, 10:50 AM
Great, can't wait to test. Typing a system name and rom name I can already see as being annoying. At least pull the system names from the Main Menu.xml. If you were planning this already, then disregard.

So you would rather run it from the commandline? You can do that if you would rather not use the gui.

Edit: I see what your saying, so I do have it so it remembers the last system so you dont have to type it again. The first param System is not always pulled from the System Name depending on what your doing. So if your testing a script you should only have to type it once. Further tests wont need typed again and again.


Some specialized scripts require hidedesktop turned off, or turned on at specific locations of a script. Having this global does not support this.

Ok good point, I will add a new option to the settings to make this optional. If its needs to be called later then you can turn it off then write your own hide desktop function in the module since you cant call a function from the subscript.

djvj
12-05-2010, 01:39 PM
Can you add cpwizard as a variable and setting, like path_to_daemontools. Many people use this parameter to set the path to their CPWizard.exe. To build this custom into each script is unnecessary.

Maybe "path_to_cpwizard"

BadBoyBill
12-05-2010, 01:47 PM
aight will do

BadBoyBill
12-05-2010, 01:49 PM
I also added a scrolling text box for debugging the module instead of a message box cuz long scripts would go off the screen. That'll be in the next minor release also.

BadBoyBill
12-05-2010, 07:19 PM
Udpated to 2.01

Added scrollbox instead of message box for debugging longer scripts when using the debug module option.

Added Enter key shortcut to test modules.


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@djvj
I didnt add your two requests yet for these reasons.

1. For the hidedesktop option - I havent fully thought out how to implement this yet. I thought about having a setting in a per emu setting hideDesktopOff=true, then you can add your own stuff to the scripts that have to have it.

2. CPWizard - is this so you can see in game controls. Launch modules should not include anything like this in with the module since the module is just for starting and exiting games. If it needs to be an option then it should go into the main script and have an option to turn it on or off, not just have a path to it. Also does it need its own hotkey or does it do its thing on its own. Does it need to be on or off on a per emu basis or just a general on or off. If its per emu then we need it in each systems settings not in the main settings.

djvj
12-05-2010, 07:35 PM
I only have cpwizard configured for mame. But I plan to incorporate it into more systems later, I just know many do use it for all their systems. Maybe someone who has it setup for multiple systems can chime in on its use.

BadBoyBill
12-05-2010, 07:45 PM
Ok, just because a lot of people use it, theres probably a lot more that don't use it. So this can't be something used for modules, but that doesnt mean it cant be used in the main script.

Do you need hotkeys for it, or does it does it popup on its own via keys from it.
My suggestion in this case would be.

*System*.ini
[exe info]
hyperlaunch = true
cpwizard_active = true
cpwizard_path= ...

Do you think that would do everything you need?

djvj
12-05-2010, 08:13 PM
It pops up before the emu starts, to show the controls. The emu loads in the background while the user studies the cpwizard screen for the specified timeout.

This is basically how the script loads for mame:

Run, %cpwizard% -emu "%systemName%" -game "%romName%" -timeout 9000
sleep, 8000
Runwait, %executable% %romName%, %EmuPath%, Hide UseErrorLevel

The only thing each script needs is the path to cpwizard in a variable so it doesn't need to be defined in every script.

BadBoyBill
12-05-2010, 08:17 PM
Then it needs 3 options from what I see.

Settings.ini
path_to_cpwizard=
cpwizare_time = 9000

System.ini
cp_wizard_enabled=
so you can turn on or off on a per system basis

submitted modules should never have that cpwizard code placed in it. the main script will inject in on the fly. If your happy with those settings I can add it in and you can test it.

djvj
12-05-2010, 09:10 PM
Sounds good, I'll test it on your next update. I don't know if there are any other parameters that can be sent to the exe, why I was hoping someone else with more experience would chime in.

BadBoyBill
12-05-2010, 09:12 PM
That'll be no problem, ill add one more setting and thats params instead of the timer. And the timer setting will be the delay instead

So:
cpwizard_delay = 8000
cpwizard_params = -timeout 9000 -otherSetting ... -otherSetting ....

I'll start working on it now

djvj
12-05-2010, 09:31 PM
CPWizard's readme contains the parameters that can be sent:

Most Command Line Options are not necessary to run CPWizard in resident mode (running in the icon tray). Most things are done automatically. The only option necessary is -game <name> for emulators other than Mame to tell it which game your running. The other options are for launching CPWizard in standalone mode (Run then exit) or in resident mode (icon tray) to show the CP before launching a game or to run in a single mode (-mode option) such as IRC.

* -minimized

Run Minimized

* -emu [mame|<name>]

Set mame or <name>. This option is only required when launching CPWizard as standalone or before launching an emu. If you are running CPWizard in resident mode the emulator is detected automatically using it's exe name or it's Window/Class names. To add Emulators go to Edit > Options > Emulators.

* -game <name>

Sets the game name. For Mame the game name is detected automatically and you don't need to send this option. For other emulators this option is required.

* -mode [mainmenu|layout|gameinfo|gamehistory|mameinfo|game controls|hiscore|artwork|manual|irc]

Sets the display mode if you only want to show specific information.

* -layout <name>

Load layout. This is only required to override an existing layout for an Emulator. Layouts are assigned to Emulators in Edit > Options > Mame/Emulators. This is not usually required as you can use the "Layout Override" for showing layouts for specific games.

* -show

Show display

* -timeout <milliseconds>

Show display for <milliseconds>

### Command Line Examples ###

* CPWizard.exe -emu mame -game 1942 -timeout 5000

Show the Mame layout for 1942 then exit after 5 seconds

* CPWizard.exe -emu "Project 64" -game "Mario Kart 64" -timeout 5000

Show the layout for Mario Kart 64 using the Project 64 profile for 5 seconds then exit

BadBoyBill
12-05-2010, 09:36 PM
thats fine, since i moved params to the ini, you can add as many params as you want
im already done, so lemme update the first post and you can test.

BadBoyBill
12-05-2010, 10:01 PM
Update 2.03

Add CPWizard support , see first post for needed settings. Not fully tested, someone please verify working.

@djvj, your previous post didnt account for spaces in the cpwiz path, so I added quotes. Let me know if that causes any issues, if so ill remove them.

BadBoyBill
12-07-2010, 06:39 AM
If anyone wants to submit modules we have a temporary holding place for them until Lashek puts up an official downloader / uploader site soon.

I've only made a couple modules for now but you can keep up to date here:
http://www.hyperspin-fe.com/downloads/Modules/ (http://www.hyperspin-fe.com/forum/../downloads/Modules/)

We can go with these module conventions for now:

Filename:
System Name (EmuName EmuVersion Username ScriptVersion).ahk
Nintendo Entertainment System (Nestopia 1.39 BBB 1.0).ahk

Header at the top of each module:
Just put the system name, then emu and version, your name, script version (start with 1.0), empty line and optionally an info block. The info block can be good for things the user might need to know when setting up their emu's. You can put anything there you like.

;----------------------------------------------------------------------------
; MAME
; MAME .140
; by BBB
; 1.0
;
; Info:
; Since MAME needs to save hi scores and data on exit, then we can't force
; MAME closed with a hotkey. So make sure you have your own exit key setup
; in MAME first. We will leave the CloseProcess section below blank, but
; it is still required.
;
;----------------------------------------------------------------------------

BadBoyBill
12-07-2010, 10:01 AM
Added Module: (View (http://www.hyperspin-fe.com/downloads/Modules/TurboGrafx%2016/TurboGrafx%2016%20%28Mednafen%200.9.15%20BBB%201.0 %29.ahk))
TurboGrafx 16 (Mednafen 0.9.15 BBB 1.0)

This is an improvement on the existing HL mednafen script in the current HL.

Adds the ability to set some params in the module.
Fullscreen
Stretch
VideoDriver

Also the current script has the params in the wrong spot, suprised no one has complained. I bet it because once you get mednafen the way you want outside of HS, then having the params in the wrong spot does nothing and you see the effects you want anyways. Well in this module it actually works.

Get it on the module site.

brolly
12-07-2010, 10:50 AM
Even though I like the idea of this, I'm worried about one thing, so for HS 2.0 will we be required to convert all our scripts into modules?
Or is there any way to still use the old ahk file? Or a mix between old and the new modular version?

Because some systems require some complicated scripts which might be hard to migrate. I agree that having everything in modules will be much easier to maintain/update and for those that don't like to mess around with ahk will be perfect, but this change worries me a bit. I can already see some differences in variables declaration.

For instance if you want to use cpwizard on multiple systems and don't want to declare it's path on each module you needed to add some new keys to an ini file. What if I want to use a specific tool this way as well? Seems I'd be forced to declare it on each module right?

Or maybe I'm not seeing the whole thing here and you might say I can still use my old script as well and my worries will go away :)

BadBoyBill
12-07-2010, 11:00 AM
Even though I like the idea of this, I'm worried about one thing, so for HS 2.0 will we be required to convert all our scripts into modules?
Or is there any way to still use the old ahk file? Or a mix between old and the new modular version?


As stated in the first post in red, you do not need to use this, HS 2.0 and the current version are perfectly compatible with either version, this is a drop in replacment and works exactly the same except that you can use modules.




For instance if you want to use cpwizard on multiple systems and don't want to declare it's path on each module you needed to add some new keys to an ini file. What if I want to use a specific tool this way as well? Seems I'd be forced to declare it on each module right?

CP wizard as stated in a previous posted should "not" be incoporated into modules, its worked into the settings now that it can be turned on or off on a per emu basis.

Honestly once you learn and use the new one, you'll probably never want to use the old way again, its much nicer.

BadBoyBill
12-07-2010, 11:11 AM
Added Module: (View (http://www.hyperspin-fe.com/downloads/Modules/TurboGrafx%20CD/TurboGrafx%20CD%20%28Mednafen%200.9.15%20BBB%201.0 %29.ahk))
TurboGrafx CD (Mednafen 0.9.15 BBB 1.0)

bajaresident
12-07-2010, 11:32 AM
mednafen doesnt close properly when using HyperLaunch so it doesnt save your gaves in Zelda etc.. I think most people have mednafen set to not use HyperLaunch.

One exception is TGCD, it should still use HyperLaunch and it does save your games since it writes to the CD during play.

brolly
12-07-2010, 11:34 AM
CP wizard as stated in a previous posted should "not" be incoporated into modules, its worked into the settings now that it can be turned on or off on a per emu basis.


Precisely, and you had to add some new settings on the ini for that. My question is what if I need to use some other tool like this?
On the older ahk script I'd just declare a global variable with it's path and that's it, how does it work here? Seeing you needed to create some extra settings just to use cp wizard across multiple modules I suspect global variables just won't work like they did.

So basically I can opt to use either HL 1.0 or 2.0, that's good. Good choice in making it compatible with both.

I agree with you it's nicer and much more organized, but migrations are always complicated ;)

BadBoyBill
12-07-2010, 12:22 PM
Precisely, and you had to add some new settings on the ini for that. My question is what if I need to use some other tool like this?
On the older ahk script I'd just declare a global variable with it's path and that's it, how does it work here? Seeing you needed to create some extra settings just to use cp wizard across multiple modules I suspect global variables just won't work like they did.

So basically I can opt to use either HL 1.0 or 2.0, that's good. Good choice in making it compatible with both.

I agree with you it's nicer and much more organized, but migrations are always complicated ;)

The new HL and the old one are pretty much the same except that the exact launch part is placed outside the script, so if you need to do something like you did before then adding it in is like how you did before. Just not in the module. The reason I put the settings outside for CPWizard was to make it easy for new people, if you want to add things in manually like your currently doing then by all means keep doing it the way your doing it. Theres no difference.
If you really need a variable that goes from the main script into a module, then simply follow one of the other variables examples. If you just read the srcript then you can see how it works, once you see how it works, then all your questions will be answered and you'll see theres a million reasons why the new way is better. Just the fact that new users dont have to compile scripts anymore is probalby the biggest one, no adding stuff the script either to run systems is good to and now scripts can be managed and downloaded, instead of searching the forums up and down for the best way to run a program. If you want to stick with the old way then no ones gonna stop you, I know I'll be moving forward personally.

brolly
12-07-2010, 12:35 PM
I know all the advantages of it, I was just asking about this specific question, if you say it's possible that's good to know, makes the issue disappear, I'll look into the code and try to figure it out.
I thought it wouldn't be possible exactly because I saw you adding cpwizard into the ini settings file, which I think was a good idea as well since it's something a lot of people use.

I will move forward, I just want to do it in my own timings.

BadBoyBill
12-07-2010, 12:41 PM
mednafen doesnt close properly when using HyperLaunch so it doesnt save your gaves in Zelda etc.. I think most people have mednafen set to not use HyperLaunch.

One exception is TGCD, it should still use HyperLaunch and it does save your games since it writes to the CD during play.

Ok I fixed the current modules to not use the close process forcing mednafen closed. This will allow for save games, but you have to configure your exit key in mednafen, which already is Escape by default.

BadBoyBill
12-07-2010, 12:43 PM
I know all the advantages of it, I was just asking about this specific question, if you say it's possible that's good to know, makes the issue disappear, I'll look into the code and try to figure it out.
I thought it wouldn't be possible exactly because I saw you adding cpwizard into the ini settings file, which I think was a good idea as well since it's something a lot of people use.

I will move forward, I just want to do it in my own timings.

The CPWizard into the settings file thing was just something for people to be able to change outside the script, it doesnt have to be there but I figured it would be nice. Now if your saying you have other things like that you want to do then putting your data into the settings files is not a requirement, you can hardcode them for your personal use like before. 95 percent of HL2.0 is just the old HL.

BadBoyBill
12-07-2010, 12:46 PM
Added Module: (View (http://www.hyperspin-fe.com/downloads/Modules/Atari%20Lynx/Atari%20Lynx%20%28Mednafen%200.9.15%20BBB%201.0%29 .ahk))
Atari Lynx (Mednafen 0.9.15 BBB 1.0)

BadBoyBill
12-11-2010, 03:55 PM
HyperLaunch 2.04 released:

Added the ability for global functions

First one added is hideDesktop() can and should be called from modules now to allow creators to add the function in at any point they wish, per djvj request.
Just add hideDesktop() anywhere in your module and it will just work.

Added dropdown list of systems to choose from based on your main menu database.

You can just type the systemName if you want to test a system not in HS.

Added rom browser so you dont have to type in the romname. Automatically goes to your rom directory for that system for easy picking of roms.

Added built in configuration for emulators, no need to use HQ. HL is totally
standalone now. Configure and test your emu's right from HL. For new users
still refer to the first post of settings you should add.

Download button now works, takes you to the module repository.

Added more modules:
Gameboy (Mednafen 0.9.15 BBB 1.0).ahk
Gameboy Color (Mednafen 0.9.15 BBB 1.0).ahk
Gameboy Advance (Mednafen 0.9.15 BBB 1.0).ahk
Nintendo Entertainment System (Mednafen 0.9.15 BBB 1.0).ahk
Super Nintendo Entertainment System (Mednafen 0.9.15 BBB 1.0).ahk
Nintendo 64 (Project64 1.7.0.49 BBB 1.0).ahk

Get everything in the first post.

djvj
12-11-2010, 06:37 PM
Awesome, thanks BBB.

BadBoyBill
12-11-2010, 09:47 PM
Added new modules:

Sega Master System (Fusion 3.64 BBB 1.0)
Sega Genesis (Fusion 3.64 BBB 1.0)
Sega CD (Fusion 3.64 BBB 1.0)
Sega 32X (Fusion 3.64 BBB 1.0)
Sega Game Gear (Fusion 3.64 BBB 1.0)

darkbelmonte
12-12-2010, 06:32 AM
SEGA SATURN - SSF Compress ISO


hopefully provide a solution for someone like me has to appreciate by disk space.

had to develop a script that enables to run isos compressed in 7zip because that's how I store on my hard drive.

The simple princio and decompress the file in 7z montale Daemon tools and launch a pleasant image to hide the process, ready and start the emulator and there and just play.

well, like the Main Forum of how we could improve this tactic, even by saving a lot of hard drive space, with all systems that did that the economy was 434 GB. And if you decide to keep the disk image (iso) without compressing the script will work fine too.

* Points of development -

1 - Improve script also defines the extension to. rar and. zip plus .7 z
2 - construction of the loading bar
3 - more options to enable the user desire such as animation and sounds that can be thrown into the loading placed it from the / Modules / systemname.
4

* Negative points - the game's executable rights takes longer because the uncompressed file first, particularly anything that I care to make and after reading the bar (Loading) will be even nicer.

here's the link to the file ready to be placed together in the / Modules / systemname

SEGA SATURN (http://www.4shared.com/file/tIF8XgXL/SEGA_SATURN.html)

quem tiver ideias de como aprimorar ficarei feliz com a contribuição ou sugestão.

segue o código abaixo :



;----------------------------------------------------------------------------
; Sega Saturn
; SSF
; by Darkbelmonte
; 1.0
;
; Info:
; This script detects the iso compressed and decompress running soon after the SSF emulator.
; This script will clean up the directory after exiting the game, so you can have your entire
; collection of isos up little space on the disk.
; however, clear if your iso is compressed you'll have to wait for the computer unpack there,
; as in this case and made the script throws an image stabilizer for until the process ends.
;
;----------------------------------------------------------------------------
; Variaveis
daemontools = "%A_ProgramFiles%\DAEMON Tools Lite\DTLite.exe"
extimage =.gif
imagepath = %A_ScriptDir%\Modules\%systemName%\%systemName%%ex timage%
imagepath1 = %A_ScriptDir%\Modules\%systemName%\%systemName%1%e xtimage%
imagepath2 = %A_ScriptDir%\Modules\%systemName%\%systemName%2%e xtimage%
imagepath3 = %A_ScriptDir%\Modules\%systemName%\%systemName%3%e xtimage%
imagepath4 = %A_ScriptDir%\Modules\%systemName%\%systemName%4%e xtimage%
imagepath5 = %A_ScriptDir%\Modules\%systemName%\%systemName%5%e xtimage%
;
;Execução

IfExist, %romPath%%romName%.7z
{
RunWait, %DAEMONTOOLS% -unmount 0
FileRemoveDir, %romPath%%romName%, 1
IfExist, %imagepath%, SplashImage, %imagepath%, b2, %systemName%
RunWait, %A_ScriptDir%\Modules\%systemName%\7z.exe e "%romPath%%romName%%romExtension%" -o"%romPath%%romName%\"
IfExist, %imagepath1%, SplashImage, %imagepath1%, b2, %systemName%

RunWait, %DAEMONTOOLS% -mount 0`,"%romPath%%romName%\%romName%.cue" ;;
Hotkey, %exitEmulatorKey%, CloseProcess ;;
IfExist, %imagepath1%, SplashImage, %imagepath2%, b2, %systemName%
Run, %executable% , %emuPath%, ,max ;;
Blockinput off ;;
Progress, Off ;;
sleep, 100 ;;
SplashImage, Off ;;
Process, WaitClose, %Executable% ;;
RunWait, %DAEMONTOOLS% -unmount 0 ;;
FileRemoveDir, %romPath%%romName%, 1 ;;
}

else {
RunWait, %DAEMONTOOLS% -unmount 0 ;;
RunWait, %DAEMONTOOLS% -mount 0`,"%romPath%%romName%%romExtension%" ;;
RunWait, %executable% , %emuPath%, ,max ;;
RunWait, %DAEMONTOOLS% -unmount 0 ;;
}

if (ErrorLevel = 0)
{
Process, waitClose, %executable%
}
else
{
MsgBox, 48, Error,Failed to run executable,6
}

ExitApp

CloseProcess:
return

BadBoyBill
12-12-2010, 06:39 AM
Awesome thanks for the contribution, I would like to test this out when I get home. Any chance to use a better image format than gif for an official version?

Also can you try this.

daemontools = %pathToDaemonTools%

instead so people can set it up in their settings file instead.

Also I see BlockInput Off but no BlockInput On before that.

Also if you use RunWait then you dont need to use Process, WaitClose, you only need it if you use Run only.

Also you dont need Error Level if you dont have UseErrorLevel turned on.

BadBoyBill
12-12-2010, 09:25 AM
Updated current mednafen emulators to 1.1 versions:

Main reason is that each adds 2 settings to the module.

for example you can now see

xRes = 800
yRes = 600

if you want to stretch the emu play area within the window to the outer limits of the mednafen window then you now can. All emu's have their default settings already input. Some are 800x600 some 1024x 768 depending on the emu.

Updated to:
Gameboy (Mednafen 0.9.15 BBB 1.1)
Gameboy Advance (Mednafen 0.9.15 BBB 1.1)
Gameboy Color (Mednafen 0.9.15 BBB 1.1)
Nintendo Entertainment System (Mednafen 0.9.15 BBB 1.1)
Super Nintendo Entertainment System (Mednafen 0.9.15 BBB 1.1)
TurboGrafx 16 (Mednafen 0.9.15 BBB 1.1)
TurboGrafx CD (Mednafen 0.9.15 BBB 1.1)

I will of course create the other mednafen emu's to, and all the mednafen source counterparts such as vba etc...

brolly
12-12-2010, 10:47 AM
darkbelmonte : Thanks for posting that, I'm sure it will be useful for those who have disk space issues and want to include cd based systems on their setups. Personally I don't like waiting for a game to uncompress before start playing so I will always keep my isos uncompressed. I only compress the roms on non-cd/dvd based systems since the time it takes to uncompress them it's almost none. For cd/dvd games it can take a while.

BadBoyBill
12-12-2010, 11:51 AM
Updated to 2.05
Only added adding setTitleMatchMode, 2 to modules for easier window finding.

Added 3 Modules that use VisualBoyAdvance-M for those not using Mednafen.

Just like the rest of the modules I'm creating, everything should be exit friendly to allow saving on exit.

Read inside the modules for instructions on how to run fullscreen.

Gameboy (VisualBoyAdvance-M r967 BBB 1.0)
Gameboy Color (VisualBoyAdvance-M r967 BBB 1.0)
Gameboy Advance (VisualBoyAdvance-M r967 BBB 1.0)

darkbelmonte
12-12-2010, 12:01 PM
Thanks for the suggestion, but at least here in the tests did not work



daemontools = %pathToDaemonTools%


declare %A_ProgramFiles% as a universal way on any system installed'd better use it

As the image can use the most popular formats without problems. Png,. Jpeg,. Gif,. Jpg
was in the script. gif why the idea initially was to use and use something animated, but the terrible quality.

Another alterative was to put several images being put on, but the transition is not very good, or if you have a

image in the directory with the name of%% systemname lançala it will default to the other and consecutively with the name of systemname%% 1

Systemname%% 2% 3% systemname and etc. ..

I think the best solution for the screen and even Loading Loading bar with a background image, was working with
before it ended up in a previous POST resquisio operates in presenting the project


BlockInput Off




Below is the scrip with basic corrections and suggestions, including the change of image for. PNG



;----------------------------------------------------------------------------
; Sega Saturn
; SSF
; by Darkbelmonte
; 1.0
;
; Info:
; This script detects the iso compressed and decompress running soon after the SSF emulator.
; This script will clean up the directory after exiting the game, so you can have your entire
; collection of isos up little space on the disk.
; however, clear if your iso is compressed you'll have to wait for the computer unpack there,
; as in this case and made the script throws an image stabilizer for until the process ends.
;
;----------------------------------------------------------------------------
; Variaveis
daemontools = "%A_ProgramFiles%\DAEMON Tools Lite\DTLite.exe"
extimage =.png
imagepath = %A_ScriptDir%\Modules\%systemName%\%systemName%%ex timage%
imagepath1 = %A_ScriptDir%\Modules\%systemName%\%systemName%1%e xtimage%
imagepath2 = %A_ScriptDir%\Modules\%systemName%\%systemName%2%e xtimage%
imagepath3 = %A_ScriptDir%\Modules\%systemName%\%systemName%3%e xtimage%
imagepath4 = %A_ScriptDir%\Modules\%systemName%\%systemName%4%e xtimage%
imagepath5 = %A_ScriptDir%\Modules\%systemName%\%systemName%5%e xtimage%
;
;Execução

IfExist, %romPath%%romName%.7z
{
RunWait, %daemontools% -unmount 0
FileRemoveDir, %romPath%%romName%, 1
IfExist, %imagepath%, SplashImage, %imagepath%, b2, %systemName%
RunWait, %A_ScriptDir%\Modules\%systemName%\7z.exe e "%romPath%%romName%%romExtension%" -o"%romPath%%romName%\"
IfExist, %imagepath1%, SplashImage, %imagepath1%, b2, %systemName%

RunWait, %daemontools% -mount 0`,"%romPath%%romName%\%romName%.cue" ;;
Hotkey, %exitEmulatorKey%, CloseProcess ;;
IfExist, %imagepath1%, SplashImage, %imagepath2%, b2, %systemName%
Run, %executable%, %emuPath%, ,max
sleep, 3000
SplashImage, Off
Process, waitClose, %executable% ;;
RunWait, %daemontools% -unmount 0 ;;
FileRemoveDir, %romPath%%romName%, 1 ;;
}

else {
RunWait, %daemontools% -unmount 0 ;;
RunWait, %daemontools% -mount 0`,"%romPath%%romName%%romExtension%" ;;
RunWait, %executable% , %emuPath%, ,max ;;
RunWait, %daemontools% -unmount 0 ;;
}

if (ErrorLevel = 0)
{
Process, waitClose, %executable%
}
else
{
MsgBox, 48, Error,Failed to run executable,6
}

ExitApp
CloseProcess:
return

BadBoyBill
12-12-2010, 12:12 PM
For your information you can use the debug module checkbox to see what variables you can access, the daemon tools path var is %daemonToolsPath%

You should really use that , not everyone installs programs to the default loccations so Program Files is not universal. Rather have the user point to the path they use.

BadBoyBill
12-13-2010, 06:44 AM
Added new modules:

Neo Geo Pocket Color (Mednafen 0.9.15 BBB 1.1)
Neo Geo Pocket Color (NeoPopWin32 0.71 BBB 1.0)
Neo Geo (MAME .140 BBB 1.0)
Nintendo Virtual Boy (Mednafen 0.9.15 BBB 1.1)

shateredsoul
12-13-2010, 07:34 AM
So I can't try this out because modules aren't running for me for some reason, but would this work?


;----------------------------------------------------------------------------
; Nintendo DS
; No$GBA2.6 with No$Zoomer.exe
; by Shateredsoul
; 1.0
;
; Info:
; No$Zoomer is an app that lets No$GBA go fullscreen. No$GBA has not received
; Updateds in a long time, but No$GBA has lower system requirements than
; other Nintendo DS emulators. When you first start No$zoomer you will need to
; direct it to the no$gba exe. Outside of HyperspinRight click while playing
; game and enable fullscreen and "always on top".
;
;----------------------------------------------------------------------------

{
hideDesktop()
Hotkey, %exitEmulatorKey%, CloseProcess
RunWait, %executable% "%romPath%%romName%%romExtension%", %emuPath%, UseErrorLevel
}


ExitApp
CloseProcess:
return

monkeysez
12-13-2010, 10:42 AM
BBB, I know hyperlaunch 1.05 did not have support for next gen consoles and was wondering if hyperlaunch 2 will support some next gen emulators such as dolphin emulator through modules?

BadBoyBill
12-13-2010, 10:57 AM
We could probably support the modules, just not artwork and things like that.

BadBoyBill
12-13-2010, 11:04 AM
New Dreamcast module released, this really should work for you, if you have any problems at all whatsoever running nullDC with this module then let me know.

Whats cool about this module is that it really hides the menu that autohides, but doesnt auto hide fast enough. You shouldnt see it at all with the module installed.
I've seen some other work around attempts at this, but nothing that I see works well.

Should also work multi region off one bios I think and a nice exit.

Also this module pretty much configures your nullDC for you so you should just be able to run your games right away with no adjustments to your nullDC config necessary.

You can open the module to change some settings if needed or even add settings if there are other nullDC settings you like to change.

Get it in the module downloads. This assumes you have the latest version installed, r104 or greater.

Sega Dreamcast (NullDC r104 BBB 1.0)

shateredsoul
12-13-2010, 12:32 PM
Wow, I just read through all your progress and updates. I'm very impressed to what this turned into. I think I might just switch over next weekend to this new method. Very clean and no risk of messing up other systems while configuring one module.

Just fyi, the latest upload doesn't have the module folder, modules, or autohotkey.dll

*edit* I'm testing it on my laptop setup, but keep getting "error running module" for the nintendo and mame module. Might it be that I downloaded a wrong autohotkey.dll?

Weird, my post up top was posted after this post.

BadBoyBill
12-13-2010, 02:02 PM
Just make a modules folder located in your HS install.

You have to rename the module you want to use to the system name to not get that error, that error is telling you that you dont have the module in the place its looking for it.

Sorry I reuploaded with the dll in the zip.

As for the module you posted, you dont need the hidedesktop line or the hotkey line at all.

See the way the new HL works is theres a master script you dont see and the module script that you do see, the script is built dynamically so your module gets built into a larger script. If you want to see what your script looks like in its entirety then just click the checkbox "debug module" and right before your module runs it will show you everything.

shateredsoul
12-13-2010, 02:28 PM
Ahh ok, i labeled it module instead of module. I'll give it a try again when I get home. My Laptop died.

I took out hidedestop.

If I wanted to disable right click for certain games (i.e. games that let you configure with right click such as nestopia), how would you recommend doing that? within the module? Any ideas what the code is to block an input such as right click? My trackball buttons used left and right click so I can use the mouse and games that use right and left click.


;----------------------------------------------------------------------------
; Nintendo DS
; No$GBA2.6a with No$Zoomer.exe
; by Shateredsoul
; 1.0
;
; Info:
; No$Zoomer is an app that lets No$GBA go fullscreen. No$GBA has not received
; Updateds in a long time, but No$GBA has lower system requirements than
; other Nintendo DS emulators. When you first start No$zoomer you will need to
; direct it to the no$gba exe. Outside of HyperspinRight right click while playing
; game and enable fullscreen and "always on top".
;
;----------------------------------------------------------------------------

{
Hotkey, %exitEmulatorKey%, CloseProcess
RunWait, %executable% "%romPath%%romName%%romExtension%", %emuPath%, UseErrorLevel
}


ExitApp
CloseProcess:
return

BadBoyBill
12-13-2010, 02:35 PM
You'd have to use
BlockInput, Mouse
to disable your mouse, also you need to remove the hotkey line also, that is not needed modules.

You need to name your modules the same as system name.

Like this
Modules\Gameboy Advance\Gameboy Advance.ahk

Thats what HL is looking for.

shateredsoul
12-13-2010, 04:05 PM
turns out I had the folders and everything setup correctly, once I replaced my autohotkey.dll with the one you uploaded worked perfectly.

Ok as far as the mouse input, let me see if I have this right.

So to implement this, I added "BlockInput, Mouse" right after the run line for Nintento Entertainment System.ahk. It's running the games, but not blocking the input. Or did I misunderstand you? Did you mean I need to implement that in the hyperlaunch.ahk?

Also, for the NES nestopia module, is there a way to turn the screen black right after pressing escape? Just for a second, so it could hide the Nestopia menu that pops up in that second before it exits.

*edit* and just to check, can every module be set to exit via the Escape key? I'm having a heck of a time finding how put it to close process with Escape. I'm a little confused of how to set the exit key now. In the original hyperspin.ahk you could set it near the beginning, and it would become a universal exit key. Gameboy, Gameboy Color, and Gameboy Advance need the script to force it to exit; as do Sega Model 2 (escape makes it minimize, not close); and Super Nintendo if you are using Znesw (you cant set Escape as the key to exit the emulator, at least not via the GUI).

I can share the cleaned up SNES -Znesw, NDS, and Sega Model 2 script once I have it exiting via the escape hotkey.

darkbelmonte
12-13-2010, 04:42 PM
The idea of splitting the modules into Hyperlaunch was really good and practical, but let's suggestion to think if we put the pitcher. AHK in the proper directory of the emulator would not be much simpler and more efficient than build a whole new hierarchy of folders.

for example in the emulator folder mednafen I would launchers bou game systems, nes, snes, pc engine and etc ..., as the emulator.

would only have a folder called Emulators with their emulators and pitchers in each folder, so it was not necessary to have another structure called Modules.

djvj
12-13-2010, 04:42 PM
shatered, once the script hits the RunWait line, it will not continue or process anything after it until the emu closes. So if you want to block an input, it has to be anywhere above the RunWait command.

Also if the emu is handling the actual closing, which in this case nestopia is, the script does not know what is going on IN the emulator (like when you press ESC). So blacking out the screen is not possible in it's current form. You might be able to script a hotkey in your module that blacks out the screen as soon as ESC is pressed though. This might work alongside Nestopia. It would need to be created and tested though.



The idea of splitting the modules into Hyperlaunch was really good and practical, but let's suggestion to think if we put the pitcher. AHK in the proper directory of the emulator would not be much simpler and more efficient than build a whole new hierarchy of folders.

for example in the emulator folder mednafen I would launchers bou game systems, nes, snes, pc engine and etc ..., as the emulator.

would only have a folder called Emulators with their emulators and pitchers in each folder, so it was not necessary to have another structure called Modules.

I prefer the modules in their own dir, keeps it cleaner looking.

shateredsoul
12-13-2010, 05:13 PM
Still lost, I put the "BlockInput, Mouse" before run (it's not runwait in the nestopia module) and I can still right click.

djvj, any idea where the hotkey to escape is set? This is the old script, it's clear to me where we used to set the hotkey, now.. i'm not sure.


;********************************GAMEBOY ADVANCE********************************
else if (systemName = "Gameboy Advance" && executable = "VisualBoyAdvance.exe")
{
hideDesktop()
Hotkey, %exitEmulatorKey%, CloseProcess
RunWait, "%emuPath%%executable%" "%romPath%%romName%%romExtension%", UseErrorLevel
}

BadBoyBill
12-13-2010, 06:11 PM
The idea of splitting the modules into Hyperlaunch was really good and practical, but let's suggestion to think if we put the pitcher. AHK in the proper directory of the emulator would not be much simpler and more efficient than build a whole new hierarchy of folders.

for example in the emulator folder mednafen I would launchers bou game systems, nes, snes, pc engine and etc ..., as the emulator.

would only have a folder called Emulators with their emulators and pitchers in each folder, so it was not necessary to have another structure called Modules.

I find it much easier to manage and work on my modules if they are in one central location rather than in with each emulator in another drive , to me thats more efficient, especially when creating modules. Plus what about your pc executables , then you'll have modules in with those to. If you prefer to have modules spread out with all your emulators and pc programs then by all means change the script to accept the new locations.

Plus why would you want to have your script all mixed in with your installation files for your emulators. That would make working on modules a nightmare, having to visually locate the file in a heap of files each time.


I prefer the modules in their own dir, keeps it cleaner looking.

Thats pretty much why I did it and having them in their own folders was only decided because of when it comes to pc games and individual rom scripts, then I didnt want to have all the modules jumbled together in one folder.

BadBoyBill
12-13-2010, 06:17 PM
So blacking out the screen is not possible in it's current form. You might be able to script a hotkey in your module that blacks out the screen as soon as ESC is pressed though.

Remember I added global functions, so if you want the use hideDesktop() in closeprocess you can do that as of last release.

CloseProcess:
hideDesktop()
return

shateredsoul
12-13-2010, 06:45 PM
Super Nintendo Entertainment System (ZSNESW 1.51)



;----------------------------------------------------------------------------
; Super Nintendo
; Zsnesw 1.51
; by Shateredsoul
; 1.0
;----------------------------------------------------------------------------

RunWait, %Executable% "%romPath%%romName%%romExtension%", %EmuPath%

ExitApp

CloseProcess:
WinClose, ZSNES
return

shateredsoul
12-13-2010, 06:50 PM
Cleaned it up, tested and working (same for the zsnesw module)


Nintendo DS (No%GBA 2.6a w No$Zoomer)



;----------------------------------------------------------------------------
; Nintendo DS
; No$GBA 2.6a with No$Zoomer.exe
; by Shateredsoul
; 1.0
;
; Info:
; No$Zoomer is an app that lets No$GBA go fullscreen. No$GBA has not received
; Updateds in a long time, but No$GBA has lower system requirements than
; other Nintendo DS emulators. When you first start No$zoomer you will need to
; direct it to the no$gba exe. Outside of HyperspinRight right click while playing
; game and enable fullscreen and "always on top". Escape key is default
; key to exit, so you shouldn't have to set that up.
;----------------------------------------------------------------------------

RunWait, %executable% "%romPath%%romName%%romExtension%", %emuPath%, UseErrorLevel

ExitApp
CloseProcess:
return

BadBoyBill
12-13-2010, 07:14 PM
I think I mentioned a few times already, you can remove the Hotkey Line , it is not needed. Thanks. You can remove the first couple lines of your script at the top also, the name of the system and emu is mentioned twice in the script.

BadBoyBill
12-13-2010, 07:37 PM
djvj, any idea where the hotkey to escape is set? This is the old script, it's clear to me where we used to set the hotkey, now.. i'm not sure.


Oh and to answer this question read the first post carefully, you can now set all your settings in the Settings.ini file, including exit emulator keys. You have to add all those settings to your file.

[HyperLaunch]
exitemulatorkey = ~esc

shateredsoul
12-13-2010, 08:25 PM
Ok I'll go back and edit the script, thanks for the info. Here's a ps1 module


----------------------------------------------------------------------------
; Sony Playstation
; ePSXe v.1.7.0.
; by Shateredsoul
; 1.0
;
;
; 1. Go to Config < Video then choose a plugin. I used Pete's OpenGL 1.76
; 2. Click Configure (under video plugin)
; 3. Choose fullscreen and set resolution, video options vary based on the
; plugin you choose.
;
----------------------------------------------------------------------------

Run, %Executable% -nogui -loadiso "%romPath%%romName%%romExtension%", %EmuPath%, UseErrorLevel
ExitApp

CloseProcess:
WinClose, epsxe
return

BadBoyBill
12-13-2010, 09:04 PM
That script doesnt run properly, you cant use run by itself like that unless you use Process, WaitClose, %executable% , so your close process winclose is pointless because it will never get ran.

Also all your scripts say useErrorLevel which is pointless also because your scripts are not checking for errors or handling them. So you should remove that also.

shateredsoul
12-13-2010, 11:08 PM
I see, but the strainge thing is when I use this code, I get a black screen instead of the game. I can hear the game in the background, but when I alt+enter to it it's about a quarter of the screen. I tried adding in WinActive, espxe but still get that issue. The incorrect one exits and starts fine.


Run, %Executable% -nogui -loadiso "%romPath%%romName%%romExtension%", %EmuPath%
Process, WaitClose, %Executable%

ExitApp

CloseProcess:
return

BadBoyBill
12-13-2010, 11:28 PM
The reason the run one works is because its exiting the script and removing the blacksreen, that proves the script is exiting but your exit key is also gone so it shouldnt be programmed for.

Try getting the latest HyperLaunch, it should have the +AlwaysOnTop for the black destkop commented out. I reuplaoded it the other day without changing versions on that one change so you might want to double check the script, other that than you can try WinActivate, ePSXe after the run line.

Either way the wrong way is the wrong way and I wont accept wrong scripts. So you should be able to fix the issues or see what your doing wrong, I recommend reading some of the ahk docs to , some of the stuff your doing isnt needed. If you dont know what something does just read up on it, like no need to use error levels when your not using them and using run without no wait command so your hotkeys dont work and stuff like that.

BadBoyBill
12-13-2010, 11:37 PM
Added modules:

Sony Playstation (ePSXe 1.7.0 Shateredsoul 1.0)
Super Nintendo Entertainment System (Zsnesw 1.52 Shatteredsoul 1.0)

I edited these so they are correct, and verified working.

shateredsoul
12-13-2010, 11:41 PM
Great, that was it. So I tested this out and works fine. The super nintendo one is giving me issues, might just move on to mednafen if it's a better emulator. Here, hopefully the final one for ps1 and Nintendo DS w/ no$gba 2.6a.


----------------------------------------------------------------------------
; Sony Playstation
; ePSXe v.1.7.0.
; by Shateredsoul
; 1.0
;
;
; 1. Go to Config < Video then choose a plugin. I used Pete's OpenGL 1.76
; 2. Click Configure (under video plugin)
; 3. Choose fullscreen and set resolution, video options vary based on the
; plugin you choose. If you see your taskbar right before launch, try chaning
; the resolution.
;
----------------------------------------------------------------------------

Run, %Executable% -nogui -loadiso "%romPath%%romName%%romExtension%", %EmuPath%
WinActivate, ePSXe
Process, WaitClose, %Executable%

ExitApp

CloseProcess:
WinClose, epsxe
return


;----------------------------------------------------------------------------
; Nintendo DS
; No$GBA2.6a with No$Zoomer.exe
; by Shateredsoul
; 1.0
;
; Info:
; No$Zoomer is an app that lets No$GBA go fullscreen. No$GBA has not received
; Updateds in a long time, but No$GBA has lower system requirements than
; other Nintendo DS emulators. When you first start No$zoomer you will need to
; direct it to the no$gba exe. Outside of HyperspinRight right click while playing
; game and enable fullscreen and "always on top".
;
;----------------------------------------------------------------------------

Run, %executable% "%romPath%%romName%%romExtension%", %emuPath%,
Process, WaitClose, %Executable%

ExitApp

CloseProcess:
return

djvj
12-13-2010, 11:44 PM
Remember I added global functions, so if you want the use hideDesktop() in closeprocess you can do that as of last release.

CloseProcess:
hideDesktop()
return

Will redefining CloseProcess hotkey in the module overwrite the one in the main script? If it does, it still depends on the order the script reads the hotkeys, the last read one will take precedence. Then with the emulators that you define the exit key in them, you can just redefine CloseProcess and remove the Process, Close. Instead putting hideDesktop() to make for a cleaner exit.

Dazz
12-13-2010, 11:47 PM
Hey Bill... for Sega CD is there anyway to incorporate loading a new disc for multi CD games?

BadBoyBill
12-14-2010, 12:18 AM
Great, that was it. So I tested this out and works fine. The super nintendo one is giving me issues, might just move on to mednafen if it's a better emulator. Here, hopefully the final one for ps1 and Nintendo DS w/ no$gba 2.6a.



Mednafen is already done, better check the module listing before you do work for no reason.

BadBoyBill
12-14-2010, 12:24 AM
Will redefining CloseProcess hotkey in the module overwrite the one in the main script? If it does, it still depends on the order the script reads the hotkeys, the last read one will take precedence. Then with the emulators that you define the exit key in them, you can just redefine CloseProcess and remove the Process, Close. Instead putting hideDesktop() to make for a cleaner exit.


Why would you redefine closeProcess? Its mostly left blank for you to add whatever you want into it. So far its not really needed, so its left blank but required to be there. If you want to add code into the close process label then go for it. Your not really redefining it, its a blank label to do what you want with. If you look at most of the modules so far they are all blank unless the emulator can't close with the exit key. This means you should define your exit keys in the emu about 90 percent of the time. If you see a Process, Close inside of one of the modules where an exit key can be defined then let me know.

There might be one or two cases where WinClose is called even though you can define an exit key in the emu because that is actually cleaner exiting than using the built in emu's exit key.

BadBoyBill
12-14-2010, 12:26 AM
Hey Bill... for Sega CD is there anyway to incorporate loading a new disc for multi CD games?

The way HyperSpin's databases are , are that each disc is its own entry on the wheel. So you should exit the emu and restart with the next disc. We even added our own naming convention for multi disc games. See the sega cd xml.

BadBoyBill
12-14-2010, 12:31 AM
Added module:

Super Nintendo Entertainment System (snes9x v1.43+ v13 BBB 1.0).ahk

You can edit several settings for this emu from within the module such as your screen settings.

Dazz
12-14-2010, 01:04 AM
The way HyperSpin's databases are , are that each disc is its own entry on the wheel. So you should exit the emu and restart with the next disc. We even added our own naming convention for multi disc games. See the sega cd xml. Unfortunately there are several games that don't work like that... For instance Night Trap. You can only start the second disc once you get to that point in the game and you can't start on the 2nd CD.

djvj
12-14-2010, 01:44 AM
Dazz, the only way I see it possible to do that in HL would be to create a predefined list (ini) that, depending on the game you launch, will load the next disc when you press a hotkey defined in the module.

Are you sure that you can't setup a hotkey in the emulator to select a new disc? I know I read about ppl able to get disc swapping working (might not of been HS related though).

Kodiak
12-14-2010, 07:03 AM
@ djvj -

Well I wrote about it once in these forums...it was actually a concept script for use in my Loaders for GX...but do to lack of interest of the community there, and later my being banned from that forum...it never got fully realized.

However you can checkout the concept script & my attempt to do HL in AI over here (http://www.hyperspin-fe.com/forum/showthread.php?t=10809).

Just keep in mind stuff is...well...Alpha quality currently and doesn't do much far as endusers are concerned.

shateredsoul
12-14-2010, 07:42 AM
Mednafen is already done, better check the module listing before you do work for no reason.

Yup, I meant I probably will just use the one you made. *edit* Finally, the zsnes script is working. I noticed that when I exit games the taskbar stays visible in hyperspin. This happens no matter what system i launch then exit out of. Would adding, winactive, hyperspin to the main script Fix this issue?

;----------------------------------------------------------------------------
; Super Nintendo
; Znesw 1.51
; by Shateredsoul
; 1.0
;----------------------------------------------------------------------------

Run, %Executable% "%romPath%%romName%%romExtension%", %EmuPath%,
Process, WaitClose, %executable%

ExitApp

CloseProcess:
Process, Close, %Executable%
return

BadBoyBill
12-14-2010, 08:38 AM
@ djvj -

Well I wrote about it once in these forums...it was actually a concept script for use in my Loaders for GX...but do to lack of interest of the community there, and later my being banned from that forum...it never got fully realized.

However you can checkout the concept script & my attempt to do HL in AI over here (http://www.hyperspin-fe.com/forum/showthread.php?t=10809).

Just keep in mind stuff is...well...Alpha quality currently and doesn't do much far as endusers are concerned.

Nice, I would like to see the final state of that software when its done. Would be great to have an AI version also. Make sure to let people know how to fully use it, as simple as I try to keep the ahk version I think it already confuses some people. I'll probably see if someone here wants to make a quick video tutorial. Thanks for the contribution and I'll have to take a look through it.

brolly
12-14-2010, 09:40 AM
Unfortunately there are several games that don't work like that... For instance Night Trap. You can only start the second disc once you get to that point in the game and you can't start on the 2nd CD.

Exactly, many games won't work with this system. Multi-disc support should be really be thinked for a future HS, for me it's the most important feature the frontend is missing. Having multiple discs of the same game on the wheel doesn't look nice either. Shouldn't be too hard to implement it at least when the emu has a hotkey for disk swapping.
But for now if you have consistent naming on your isos and the emu supports multi discs with hotkey swapping you can change the script to load both isos at startup.

shateredsoul
12-14-2010, 11:29 AM
Exactly, many games won't work with this system. Multi-disc support should be really be thinked for a future HS, for me it's the most important feature the frontend is missing. Having multiple discs of the same game on the wheel doesn't look nice either. Shouldn't be too hard to implement it at least when the emu has a hotkey for disk swapping.
But for now if you have consistent naming on your isos and the emu supports multi discs with hotkey swapping you can change the script to load both isos at startup.

How does the hotkey know which disc to switch to? does it move up in number i.e. if the first iso is labeled 1 will it look for the same file with a 2?

On another note, the gameboy and gameboy color emulator gave me errors on line 20 or something like that, when I deleted the the ";" in front of the "-----" it worked fine. It may be because i'm using VBA and not VBA-M

djvj
12-14-2010, 11:45 AM
shatered, the ; on that line will not cause an error, it should be there. Put it back and post the error it tells you.

brolly
12-14-2010, 12:55 PM
How does the hotkey know which disc to switch to? does it move up in number i.e. if the first iso is labeled 1 will it look for the same file with a 2?


That depends from emu to emu, but for most of them you simply pass all the images as parameters on the command line (ex: -disc1=x -disc2=y ...) and then you either have a single hotkey that each press you do moves up 1 disc or you have 1 hotkey per disc. If some xml tags could be added to the db xml file for multi-disc support we could easilly make this work through the ahk script.

monkeysez
12-14-2010, 04:33 PM
I have been unable to get hyperlaunch to exit ZSNES properly. When I push the escape key ZNES just disappears but the audio keeps playing. Even after shutting down hyperspin. I check the processes but i see the zsnes is still running but the gui/window is no longer available. Should I change button mapping from esc to something else?

BadBoyBill
12-14-2010, 04:47 PM
I have been unable to get hyperlaunch to exit ZSNES properly. When I push the escape key ZNES just disappears but the audio keeps playing. Even after shutting down hyperspin. I check the processes but i see the zsnes is still running but the gui/window is no longer available. Should I change button mapping from esc to something else?

Your using the new HL 2.0? I assume cuz your posting in this thread. If you are make sure you have the lastest version where I added titlematchmode, should close zsnes properly.

monkeysez
12-14-2010, 05:06 PM
I will download it again. Also, I created a module and do I just post it here or do I upload it somewhere?

Nintendo Wii (Dolphin Emulator r6582+ Monkeysez 1.0).ahk

;----------------------------------------------------------------------------
; Nintendo Wii
; Dolphin Emulator
; by Monkeysez
; 1.0
;
; This script should work with any version of Dolphin Emulator.
; Stay up to date with the latest pre-compiled revision of Dolphin for greatest compatibility
; Found @ http://www.dolphin-emulator.com/download.html
;----------------------------------------------------------------------------

Run, %executable% /e "%romPath%%romName%%romExtension%", %emuPath%, Hide

Process, WaitClose, %Executable%

ExitApp

CloseProcess:
Process, Close, %Executable%
return

BadBoyBill
12-14-2010, 05:07 PM
Does dolphin save stuff on exit? Looks good, I will have to test then upload.

monkeysez
12-14-2010, 05:12 PM
I do not believe it does. It uses in game saves as if you were actually using the console.

monkeysez
12-14-2010, 05:13 PM
Dolphin also emulates gamecube games. Should I make a separate module for that?

shateredsoul
12-14-2010, 05:29 PM
Your using the new HL 2.0? I assume cuz your posting in this thread. If you are make sure you have the lastest version where I added titlematchmode, should close zsnes properly.


Sorry about that, thought I edited that post. Figured it out.

*edit* fixed this so it doesn't force close the process.


;----------------------------------------------------------------------------
; Super Nintendo
; Znesw 1.51
; by Shateredsoul
; 1.0
;
;Info:
;
;If you want to use another key to exit you can set it while in ZSNES.
; If you want to use Escape, ppen zsnesw.cfg with a text editor and find the lines below.
;Set KeyQuickExit to one, as below. You can't set the quick exit key to escape in the emulator,
;because that's the exit key to configuring keys.
;
;Quit ZSNES / Load Menu / Reset Game / Panic Key
;KeyQuickExit=1
;KeyQuickLoad=0
;KeyQuickRst=0
;KeyResetAll=42
;
;----------------------------------------------------------------------------

Run, %Executable% "%romPath%%romName%%romExtension%", %EmuPath%,
Process, WaitClose, %executable%


ExitApp

CloseProcess:
Process, Close, %Executable%
return

monkeysez
12-14-2010, 05:38 PM
Sorry about that, thought I edited that post. Figured it out.


;----------------------------------------------------------------------------
; Super Nintendo
; Znesw 1.51
; by Shateredsoul
; 1.0
;----------------------------------------------------------------------------

Run, %Executable% "%romPath%%romName%%romExtension%", %EmuPath%,
Process, WaitClose, %executable%


ExitApp

CloseProcess:
Process, Close, %Executable%
return

Thanks. I noticed that you had it trying to close zsnes instead of the executable. I will test soon.

EDIT: Works great now thanks! Also, how do you get it to save before exiting. Do you just put in the configuration save state and load state? Does that work for every game?

EDIT EDIT: Why do you have run and %executable twice?

shateredsoul
12-14-2010, 06:32 PM
@monkeysez

what do you mean? I don't have run executable twice. Can you point out where you are seeing that?

not sure why, but your script didn't work. I used this one, which worked. Maybe it's the version of dolphin I'm using? I'm using the old original 2.0 release


;----------------------------------------------------------------------------
; Nintendo Gamecube
; Dolphin Emulator
; by Monkeysez
; 1.0
;
; This script should work with any version of Dolphin Emulator.
; Stay up to date with the latest pre-compiled revision of Dolphin for greatest compatibility
; Found @ http://www.dolphin-emulator.com/download.html
;----------------------------------------------------------------------------

Run, %executable% /e "%romPath%%romName%%romExtension%", %emuPath%,

Process, WaitClose, %Executable%

ExitApp

CloseProcess:
Process, Close, %Executable%
return

monkeysez
12-14-2010, 06:45 PM
@ shateredsoul
Sorry my mistake. I think I may have seen something not there :)

As for the dolphin script it did not open for you? I know it works with the latest revision. I will try 2.0 later tonight and report back. The quote you posted above is that the script that worked? I only posted one.

Update Edit: I test with Dolphin Emulator RC 2.0 and the script appears to be working fine. Do you have dolphin configured properly to open in full screen mode? Also make sure you comment the lines that need to be commented when pasting from here it parses the code into two lines.

;----------------------------------------------------------------------------
; Nintendo Wii
; Dolphin Emulator
; by Monkeysez
; 1.0
;
; This script should work with any version of Dolphin Emulator.
; Stay up to date with the latest pre-compiled revision of Dolphin for greatest compatibility
; Found @ http://www.dolphin-emulator.com/download.html
;----------------------------------------------------------------------------

Run, %executable% /e "%romPath%%romName%%romExtension%", %emuPath%, Hide

Process, WaitClose, %Executable%

ExitApp

CloseProcess:
Process, Close, %Executable%
return

shateredsoul
12-14-2010, 06:54 PM
Neo Geo CD - don't remember setup info, if anyone knows please let me know and i'll add it in


;----------------------------------------------------------------------------
; Neo Geo CD
; noeraine-1.2.7
; by BBB
; 1.0
;----------------------------------------------------------------------------

Run, %emuPath%%Executable% "%romPath%%romName%%romExtension%" -nogui,
Process, WaitClose, %Executable%

ExitApp

CloseProcess:
return

shateredsoul
12-14-2010, 07:03 PM
shatered, the ; on that line will not cause an error, it should be there. Put it back and post the error it tells you.

it says error at line 20, something like that. Same issue with dreamcast module, once I took out the ";" it worked perfectly. I don't have to do this for all scripts, just some.

shateredsoul
12-14-2010, 07:53 PM
;----------------------------------------------------------------------------
; Sega Model 2
; Sega Model 2 Emulator Multi-CPU .9
; by Shateredsoul
; 1.0
;
; Info:
; Oustide of Hyperspin, open the Sega Model 2 Emulator.
; Under Video enable "auto switch to fullscreen".
;
;----------------------------------------------------------------------------

Run, %executable% %romName%, %emuPath%,
Process, WaitClose, %executable%

ExitApp

CloseProcess:
Process, Close, %Executable%
return

BadBoyBill
12-14-2010, 08:00 PM
Make sure for the ones that need saving you do not use process, close, like the snes one. One of the reason for redoing these is to eliminate a million post from people on why their games arent saving.

shateredsoul
12-14-2010, 08:03 PM
;----------------------------------------------------------------------------

;Laser Disk
;Daphne v1.0.6
;by Shaterdsoul
;1.0
;
;Info: Using Daphne.exe not tested with Daphneloader.
;----------------------------------------------------------------------------

daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
Run, %executable% %romName% %daphneParams% "%frameFilePath%", %emuPath%,
Process, WaitClose, %executable%

ExitApp

CloseProcess:
return

shateredsoul
12-14-2010, 08:05 PM
Make sure for the ones that need saving you do not use process, close, like the snes one. One of the reason for redoing these is to eliminate a million post from people on why their games arent saving.

Ok, I never use that option, always use the games save system. In ZNES the issue is that without that line, it won't close. You can't set the "Esc" key to exit the emulator.

BadBoyBill
12-14-2010, 08:12 PM
Well need to figure out why, let's instead of pumping out tons of modules lets make sure the ones we have work properly. I'd like you to slow down a little bit, some of the ones you are making can be done better.

BadBoyBill
12-14-2010, 08:17 PM
Dolphin also emulates gamecube games. Should I make a separate module for that?

yes please, thanks.

shateredsoul
12-14-2010, 08:25 PM
Well need to figure out why, let's instead of pumping out tons of modules lets make sure the ones we have work properly. I'd like you to slow down a little bit, some of the ones you are making can be done better.

fair enough, figured out something for the snes one. You have to set the quick exit key in in the cfg to escape. Can someone who uses the save option in zsnes test it out?

BadBoyBill
12-14-2010, 08:26 PM
In ZNES the issue is that without that line, it won't close. You can't set the "Esc" key to exit the emulator.

2 things:

Make sure your module your using is the the right for the system your trying, you might be using a module for another emu. I did that a couple times.

Secondly, run zsnes in windowed mode for your version and look at the title of the window, it should say ZSNES somewhere in the window title.

You can change the text WinClose, ZSNES to any text you see on the title bar. You have to ensure titlematchmode is being set your modle to 2. You can check the debug module checkbox to see if that line is being added, because for winclose to work that needs to be set.

shateredsoul
12-14-2010, 08:41 PM
2 things:

Make sure your module your using is the the right for the system your trying, you might be using a module for another emu. I did that a couple times.

Secondly, run zsnes in windowed mode for your version and look at the title of the window, it should say ZSNES somewhere in the window title.

You can change the text WinClose, ZSNES to any text you see on the title bar. You have to ensure titlematchmode is being set your modle to 2. You can check the debug module checkbox to see if that line is being added, because for winclose to work that needs to be set.

Took your advice, and I figured out a way to have it exit without using close process as you suggested. Now it closes without the Closeprocess line. It should work fine without that line now.

I'll take some time to look over these same modules again, and see if I can take out some lines to see if I can find more unnecessary code.

@monkeysez, tried the module again, worked great using the module you posted again.

BadBoyBill
12-14-2010, 08:44 PM
So are you going to share what you figured out?

shateredsoul
12-14-2010, 09:04 PM
So are you going to share what you figured out?

Yes, I updated my previous post. here's what I came up with. It auto saves and auto loads just fine. Did you also want a note telling people how to setup auto save/load?


;----------------------------------------------------------------------------
; Super Nintendo
; Znesw 1.51
; by Shateredsoul
; 1.0
;
;Info:
;
;Make sure you set quickexit to your escape key while in ZSNES.
;If you want to use Esc as your quick exit key, open zsnesw.cfg
;with a text editor and find KeyQuickExit, and set it to
;to 1, as shown below. You can't set the quick exit key to
;escape while in the emulator, because that's the exit key to
;configuring keys. The lines below are only provided as a frame
;of reference, you are only going to change the value of
;KeyQuickExit.
;
;Quit ZSNES / Load Menu / Reset Game / Panic Key
;KeyQuickExit=1
;KeyQuickLoad=0
;KeyQuickRst=0
;KeyResetAll=42
;
;If the above doesn't work for you for setting Esc as the
;quick exit key or ir you don't have the right cfg, please try another
;version of ZSNES. This has been verified to work with 1.51
;
;----------------------------------------------------------------------------

Run, %Executable% "%romPath%%romName%%romExtension%", %EmuPath%,
Process, WaitClose, %executable%


ExitApp

CloseProcess:
return

BadBoyBill
12-14-2010, 09:20 PM
Theres already a module for Zsnesw online so I can just add the lines, I'd rather see it configureable from withing the module. So I'll go ahead and fix it. No need for 2 modules for the same emu unless one is significantly different. If you have suggestions for a module you can post it here, no need to make an entire new module.

Edit: sorry thought I had wrote a zsnesw one, ill update yours.

BadBoyBill
12-14-2010, 09:29 PM
Doesnt work for me, is there another setting or something, when i add those lines to the config it deletes them every time i run the emu.

Edit: actually i was adding them to the wrong config, wonder why i dont have a cfg file for zsnes, can you paste yours?

shateredsoul
12-14-2010, 09:32 PM
you're not adding those lines, you're just changin the value of keyquickexit to 1,

ctrl+f and search "quick" to find that section, then edit it then make the change.

We could also add add command line to make it fullscreen at a specific resolution, but that might cause issues because that may override any settings people do in the emulator. I figured that people could go in and set it up to whatever resolution they want. My znes went to fullscreen automatically with no configuration.

BadBoyBill
12-14-2010, 09:35 PM
i know that, im just saying i dont have a cfg file to begin with.

BadBoyBill
12-14-2010, 09:41 PM
Weird I guess 1.52 didnt make a cfg file on startup, so i just downloaded 1.51 and it works.

shateredsoul
12-14-2010, 09:52 PM
weird, well glad it worked! yeah! 1 down! I'll put something in the notes regarading that so that we don't get too many questions about that.

monkeysez
12-15-2010, 09:26 AM
@ shateredsoul

you should put a note about how to setup load/save games with zsnes in your module as i foresee many people asking questions about it.

dntaskwho
12-15-2010, 09:52 AM
Here is the one I use for DAPHNE. It works but is put together really sloppy. I'm not a programmer so I just kept editing it until it worked. If it doesn't work for you let me know.


;----------------------------------------------------------------------------
; Daphne
; DaphneLoader v1.0-2.2.11
; by DNTASKWHO
; 1.0
;
;This is a quick and probably sloppy module I put together to get daphne up and running.
;The only option I could see someone needing to change is the fullscreen screen size.
;You can change it to what ever value you like by changing the x and y values.
;The rest of the params are needed to produce the correct launch arguments.
;----------------------------------------------------------------------------

;Params
vldp := "vldp"
fullScreen := "-fullscreen -x 640 -y 480"
framefile := "-framefile"

framefilepath=%romPath%%romName%%romExtension%

params = %vldp% %fullscreen% %framefile%
RunWait, %executable% %romName% %Params% %frameFilePath%, %emuPath%
WinActivate, Daphne
Process, WaitClose, %executable%

ExitApp

CloseProcess:
WinClose, Daphne
return

monkeysez
12-15-2010, 10:19 AM
Here is the one I use for DAPHNE. It works but is put together really sloppy. I'm not a programmer so I just kept editing it until it worked. If it doesn't work for you let me know.


;----------------------------------------------------------------------------
; Daphne
; DaphneLoader v1.0-2.2.11
; by DNTASKWHO
; 1.0
;
;
;----------------------------------------------------------------------------

;Params
vldp := "vldp"
fullScreen := "-fullscreen -x 640 -y 480"
framefile := "-framefile"

framefilepath=%romPath%%romName%%romExtension%

params = %vldp% %fullscreen% %framefile%
RunWait, %executable% %romName% %Params% %frameFilePath%, %emuPath%, UseErrorLevel
WinActivate, Daphne
Process, WaitClose, %executable%

ExitApp

CloseProcess:
WinClose, Daphne
return

Im not sure you need the UseErrorlevel. Also include a description of parameters in your comments of the script. I think that would be helpful.

dntaskwho
12-15-2010, 10:34 AM
Script edited

djvj
12-15-2010, 12:59 PM
Why are you using runwait and waitclose? tsk tsk

The current script I use for old HL is:

else if (systemName = "Daphne" && executable = "daphne.exe"){
hideDesktop()
Hotkey, %exitEmulatorKey%, CloseProcess
daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
RunWait, %executable% %romName% %daphneParams% %frameFilePath%, %emuPath%
}

So for 2.0, all you should need is:

daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
RunWait, %executable% %romName% %daphneParams% %frameFilePath%, %emuPath%

ExitApp

CloseProcess:
return

shateredsoul
12-15-2010, 06:33 PM
@ shateredsoul

you should put a note about how to setup load/save games with zsnes in your module as i foresee many people asking questions about it.

BBB, would it make sense to add directions for autoload/autosave to all modules?

shateredsoul
12-15-2010, 06:38 PM
Why are you using runwait and waitclose? tsk tsk

The current script I use for old HL is:

else if (systemName = "Daphne" && executable = "daphne.exe"){
hideDesktop()
Hotkey, %exitEmulatorKey%, CloseProcess
daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
RunWait, %executable% %romName% %daphneParams% %frameFilePath%, %emuPath%
}

So for 2.0, all you should need is:

daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
RunWait, %executable% %romName% %daphneParams% %frameFilePath%, %emuPath%

ExitApp

CloseProcess:
return

Here's the script I used, dntaskwho, if you want you can take mine and add the stuff you added (such as changing the description section to match yours) and we can be coauthors of the module, or you can take sole credit.. doesn't matter to me. This module worked for me, and it's a bit cleaner.


;----------------------------------------------------------------------------

;Laser Disk
;Daphne v1.0.6
;by Shaterdsoul
;1.0
;
;Info: Using Daphne.exe not tested with Daphneloader.
;----------------------------------------------------------------------------

daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
Run, %executable% %romName% %daphneParams% "%frameFilePath%",%emuPath%,
Process, WaitClose, %executable%

ExitApp

CloseProcess:
return

shateredsoul
12-15-2010, 06:44 PM
;----------------------------------------------------------------------------
; Super Nintendo
; Znesw 1.51
; by Shateredsoul
; 1.0
;
;Info:
;
;Setting up AutoSave/Load:
;Open ZSNES, go to Config, then Saves and check Auto Stat Save/Load.
;
;Setting up Escape Key:
;Make sure you set quickexit to your escape key while in ZSNES.
;If you want to use Esc as your quick exit key, open zsnesw.cfg
;with a text editor and find KeyQuickExit, and set it to
;to 1, as shown below. You can't set the quick exit key to
;escape while in the emulator, because that's the exit key to
;configuring keys. The lines below are only provided as a frame
;of reference, you are only going to change the value of
;KeyQuickExit.
;
;Quit ZSNES / Load Menu / Reset Game / Panic Key
;KeyQuickExit=1
;KeyQuickLoad=0
;KeyQuickRst=0
;KeyResetAll=42
;
;If the above doesn't work for you for setting Esc as the
;quick exit key or ir you don't have the right cfg, please try another
;version of ZSNES. This has been verified to work with 1.51
;
;----------------------------------------------------------------------------

Run, %Executable% "%romPath%%romName%%romExtension%", %EmuPath%,
Process, WaitClose, %executable%


ExitApp

CloseProcess:
return

shateredsoul
12-15-2010, 06:51 PM
some useful info,

How to autosave/load in Mednafen

Mednafen (NES, SNES, Turbo Grafx 16, neo geo pocket, neo geo
pocket color, Atari Lynx, Gameboy Advance, PC Engine/SuperGrafx, PCFX,
Genesis, Virtual Boy, WonderSwan, sega master system). SNES emulation was pretty glitchy.. super mario world had a lot of static for the sound. Every other system seemed pretty great, autosave/load works great too.

Open, mednafen.cfg. Yes it looks like a daunting task, but don't worry it's
quite simple. Press ctrl+F and search for "autosave" without the quotes.
To the right of autosave you will see a zero, change the zero to 1.
Exit, and save your changes. You're done.

Mame autosave

add -autosave in the commmand line, i.e. mame xmvssf -autosave. This would require the user to go into the module.

monkeysez
12-15-2010, 08:08 PM
@ shateredsoul

Thanks for adding that note. I personally like it and think it is very helpful to new users. I remember when i first setup zsnes and hyperspin it took me forever to figure it out.

djvj
12-16-2010, 12:51 AM
shatered, that daphne script is the same thing as I posted. You should remove the process, waitclose line and change run to runwait if you have nothing in between your run and process lines. You only use process, close when you have to do something after run.

Less lines = cleaner script

shateredsoul
12-16-2010, 09:45 AM
shatered, that daphne script is the same thing as I posted. You should remove the process, waitclose line and change run to runwait if you have nothing in between your run and process lines. You only use process, close when you have to do something after run.

Less lines = cleaner script

ok so something like this? BBB told me that I need to put Process, Waitclose if I'm going to use just run. Is the only difference a cleaner script? Or does runwait have a specific benefit over run?

Also, can someone test this? won't be near my cab for a while.

By the way djvj, I had posted that a while ago, it was buried underneath all these other posts :P. Either way, we both probably got it from the same source, which makes me wonder, we should probably credit whoever came with the original hyperscript that was used for you know what... or whoever made this originally. We're just really translating this into modules.


;----------------------------------------------------------------------------
; Daphne
; DaphneLoader v1.0-2.2.11
; by DNTASKWHO and Shateredsoul
; 1.0
;
;This is a quick and probably sloppy module I put together to get daphne up and running.
;The only option I could see someone needing to change is the fullscreen screen size.
;You can change it to what ever value you like by changing the x and y values.
;The rest of the params are needed to produce the correct launch arguments.
;----------------------------------------------------------------------------

daphneParams = vldp -fullscreen -x 640 -y 480 -framefile
frameFilePath = %romPath%%romName%%romExtension%
runwait, %executable% %romName% %daphneParams% "%frameFilePath%",%emuPath%,

ExitApp

CloseProcess:
return

BadBoyBill
12-16-2010, 10:03 AM
Well really it depends, run will just run right throught your process to start it up and continue executing code, so to prevent to script from exiting you need process, waitclose. This is pretty close to the same as runwait.

If you need to run something right after run, then use run, if not then you can use runwait.

If you think later you might add code after run, then use it. My personal scripts use run because i do run stuff after running the program.

Also for error checking run and runwait do different things. Run will return success codes that your program launched and you can check for that, RunWait wont return anything until the program ends. So far ive only seen mame return exit codes that we can check for. But its also useful for checking if the program failed to launch or not.

It kinda just depnds on the situation, your usually safe with just runwait. Some of my scripts have run and waitclose because im modifying my personal scripts and removing lines. Really it doesnt matter to much. The main thing is to not use runwait and process, waitclose together which you were doing, that kinda doesnt make sense.

shateredsoul
12-16-2010, 11:42 AM
thanks for that explanation, makes more sense now. One last question, so if I have runway, will it prevent cpwizard from launching? or is that fine since it's scripted to run before the actual emulator?

@djvj,

I was also thinking about cpwizard, and it's integration into other systems. When you use cpwizard with mame you need to fee it a game name, so it can figure out the layout, but using a system like nintendo.. you would just use the same layout over and over. So joystick would be dpad (up,down, etc...) and your first button would be B and second buttons would be A. I don't expect or want the buttons to be labeled (i.e. jump, shoot)

The thing is, how would cpwizard know it's running a nintendo game? Does commandline in cpwizard allow for something like, run nesrom display nes layout?

chillinwater
12-16-2010, 01:22 PM
BBB love this new HL option. I'm trying to find the time to test it more but sounds like you guys are progressing nicely!

@shatteredsoul, I believe I had to use "runwait" for mame when I was setting up "Marquee Magician" to run with it and "runwait" just got left in after testing. (without it using "run" Mame was shutting itself down or losing focus, cant remember.) I could have been doing somthing else wrong too.

This is how CPWizard knows what system and rom to run (CPW command line params not Mames).

Run, "C:\Program Files (x86)\CPWizard\CPWizard.exe" -emu "%systemName%" -game "%romName%" -timeout 9000This used to be just "Mame" in the original creators (Invincer or BH or SophT) script but thats how I incorporated it, to be used universally in Hyperlaunch. (cut and pasted into other system scripts)

%systemName% would be needed, user created profiles in CPWizard.

djvj
12-16-2010, 05:39 PM
Like chillin said, cpwizard needs to be fed a systemname and a romname. If there were databases of button labels for console games already made, I would prefer to have the buttons labeled with jump, shoot, etc. If not, then just A and B would be fine, no way I'm sitting there making button databases.

Kodiak
12-16-2010, 09:43 PM
@ djvj -

Well in all likely hood you could with some fairly creative RegEx scrap most of the data for a db of that type...however writing a script to perform such RegEx on files and/or sites...won't be coming from me...CPwizard is one of Ben's app's.

shateredsoul
12-16-2010, 10:14 PM
@ djvj -

Well in all likely hood you could with some fairly creative RegEx scrap most of the data for a db of that type...however writing a script to perform such RegEx on files and/or sites...won't be coming from me...CPwizard is one of Ben's app's.

@djvj, really? I thought that would be confusing to people. Most times game say "press A for shoot" or you can look it up in the configs. If you label them shoot and jump, then that sort of defeats the purpose for me. Plus, I bet it's much easier to just label them as the original letters or shapes.

Kodiak
12-16-2010, 11:07 PM
@ shateredsoul -

Not sure why you quoted me.

hmm I don't see it as confusing ether way...I also don't see why you can't have it both ways. Have HL setup to execute one of two different lines...one that sets CPwizard's work directory to where a Labels db is at...or what have you...then another that sets the work directory to where a Actions db is at. Then let the whole thing be configurable by the end user via an INI file.

The only real effort would be creating the db's...granted a labels one would be near brain dead simple.

shateredsoul
12-16-2010, 11:16 PM
sorry quoted you by mistake,

on another note, does anyone have the issue of the task bar showing up after exiting a game? I'm using the modules in windows 7 and am having that issue. Even with the mame one that bbb put up, when I exit the taskbar is shown. I set it to hide the taskbar, but I assume that only happens when a game is launched. I still have control of hyperspin when this happens.

Would it make sense to erase the taskbar when in hyperlaunch? or could someone tell me how to do this manually? The new hyperlist (not the modules) has so much stuff going on, I don't want to break anything. Maybe adding a windshow line in the main scirpt so that hyperspin is always focused on after exit? Maybe that wouldn't solve my issue though.

So I have win 7 64bit, and this happens when in hyperspin. You can't tell if you only use hyperlist, you have to actually run it in hyperspin.

Kodiak
12-16-2010, 11:58 PM
I don't...but then again I'm using different software...granted its alpha quality and very limited in what it can do for now.

That said I have two executables that are launched from my HL-AI script that hide everything but the HS window...and keep things hidden till such a point as HS exits...at which point the secondary executable restores everything back to the way it was prior.

You could try and integrated these executables with HL-AHK and see if that solves your issue. However it may not work as advertised...not so much because everything is listed as alpha but more to the point that you are running Win7 & 64bit at that...so I may have to do some tweaks to account for the environment.

That said I think I heard BBB state he has some code for this, already written in AHK...so my stuff maybe not needed at all.

BadBoyBill
12-17-2010, 12:35 AM
sorry quoted you by mistake,

on another note, does anyone have the issue of the task bar showing up after exiting a game? I'm using the modules in windows 7 and am having that issue. Even with the mame one that bbb put up, when I exit the taskbar is shown. I set it to hide the taskbar, but I assume that only happens when a game is launched. I still have control of hyperspin when this happens.

Would it make sense to erase the taskbar when in hyperlaunch? or could someone tell me how to do this manually? The new hyperlist (not the modules) has so much stuff going on, I don't want to break anything. Maybe adding a windshow line in the main scirpt so that hyperspin is always focused on after exit? Maybe that wouldn't solve my issue though.

So I have win 7 64bit, and this happens when in hyperspin. You can't tell if you only use hyperlist, you have to actually run it in hyperspin.

The taskbar is set to come back on when exiting the script. Otherwise you would lose your taskbar. I personally like to get my taskbar back when testing the games.
If however you want it permanently gone, then you can go ahead and stop it from coming back on by commenting the line out in the main script.

This could also probalby be fixed by changin the order of events in the exit funciton. I think i have hyperspin activating before renabling the taskbar, switching that order could maybe help.

shateredsoul
12-17-2010, 01:47 AM
sounds like it might work, I never had that issue before though. Did you have the taskbar come back first before hyperspin in the older hyperlist?

Also, for the deamontools path, do we include the exe? like so

path_to_daemontools=C:\Program Files (x86)\DAEMON Tools Lite\DTLite.exe

or just up to the folder, like so

path_to_daemontools=C:\Program Files (x86)\DAEMON Tools Lite\

? I know it's a dumb question, but just making sure I'm doing it right.

BadBoyBill
12-17-2010, 02:01 AM
Feel free to browse the main script to see how it works. You should learn how it works if your serious about contributing modules. If your not sure about how HL works, then take a step back and chill on making the modules for now and read through the main script. I won't be uploading any modules you guys make unless I verify them for now since this is the initial batch. I see a lot of mistakes being made and questions that can easily be answered by reading. Let's slow down.

BadBoyBill
12-17-2010, 07:05 AM
Oh but yes its the full path to the exe. I'ts still not tested yet by anyone.

shateredsoul
12-17-2010, 10:04 AM
Oh but yes its the full path to the exe. I'ts still not tested yet by anyone.

don't look at me, I haven't made any new modules.. still working with same ones. super nes zsnes, ps1, and daphne. But yeah, you're right about reading through the hyperlaunch ahk and understanding it, the hard part for me to understand is the gui lines. I'll take some time to look at it.

as far as the daemontools, i set the full path to the exe. My modules used runwait since I also needed it to load the iso and unload it at the end. But it worked great. instead of %daemontools% I had ot used %daemontoolspath% which stumped me for a while until I went back to check out the hyperlaunch.ahk. But the Sega Saturn and Turbografxcd modules I made are working, but I'll upload them once I've more fully tested them and checked them out.

djvj
12-17-2010, 12:50 PM
If you want to hide the taskbar and button, you can use this:

;Hide Taskbar and Start Button
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button

It's already in the main script for HL 2.0 though.

Usually when I have an issue of the taskbar showing on top of HS after exiting, I just send the Winactivate Hyperspin command.

dntaskwho
12-17-2010, 06:02 PM
@Shatteredsoul

Your sccript is much cleaner. Good Job. Like I said I am no programmer. I just took the existing HYPERLAUNCH code and tried to make it work as a module :) As BBB suggested I will try to learn a little more about HYPERLAUNCH before hacking something together and posting.

Hunk_4TH
12-17-2010, 06:54 PM
Just thought I'd give this a whirl. Thanks! So far it's working great :)

BadBoyBill
12-17-2010, 08:35 PM
don't look at me, I haven't made any new modules.. still working with same ones. super nes zsnes, ps1, and daphne. But yeah, you're right about reading through the hyperlaunch ahk and understanding it, the hard part for me to understand is the gui lines. I'll take some time to look at it.

as far as the daemontools, i set the full path to the exe. My modules used runwait since I also needed it to load the iso and unload it at the end. But it worked great. instead of %daemontools% I had ot used %daemontoolspath% which stumped me for a while until I went back to check out the hyperlaunch.ahk. But the Sega Saturn and Turbografxcd modules I made are working, but I'll upload them once I've more fully tested them and checked them out.


Basically, you can ignore about 75 percent of the code in the ahk. All the gui stuff you can skip , that shouldnt affect you at all. You can skip most of the stuff at the bottom to.
The main things you might wan to look at are:
The buildScript() function, this is how your full module gets made, and you might want to look at the exitScript() function. this is all the stuff that happens on exit. Really theres more there than you really need to know.

dntaskwho
12-21-2010, 07:37 PM
Is anyone working on a demul, makron, or atomiswave module? I tried but it is beyond my skills

monkeysez
12-21-2010, 08:50 PM
I believe there is a module for nulldc a dream cast emulator. I am not sure what makron emulates. Have you tried using the current script for Dreamcast?

Hunk_4TH
12-21-2010, 09:11 PM
Is anyone working on a demul, makron, or atomiswave module? I tried but it is beyond my skills

Thanks to another member on the forum he created one for Atomiswave for me. It worked for me. Hope they do for you. It should be editable for Naomi and Dreamcast

http://www.mediafire.com/?rig9j60kjfqinfv

BadBoyBill
12-21-2010, 10:37 PM
Why are you guys sharing modules that way? This thread is so people can post and share modules, the whole point of designing HL this way in the first place. Theres no reason to share them behind closed doors.

chillinwater
12-21-2010, 10:50 PM
The link in the previous post #142 is for the "script" only and does not have the required support files with it. There is a link to them in the script but I'm not sure people will see or use it.

Its no huge thing but, the info at the top of the script, post #142 is incorrect for an "atomiswave" script.

;----------------------------------------------------------------------------
; Sega Dreamcast
; NullDC r104
; by chillinwater and djvj
; .5 beta
to avoid confusion please follow the link posted below for the files.
Support files:
http://www.hyperspin-fe.com/forum/showpost.php?p=86692&postcount=113

Both Scripts, checklist and Instructions:
http://www.hyperspin-fe.com/forum/showpost.php?p=99852&postcount=138

For an Atomiswave script just rename the "Sega Naomi Demul.ahk" script to "Atomiswave.ahk" and change the info at the top of the script from "Sega Naomi Demul" to "Atomiswave".
"Demul 56" shouldnt be changed.

This script wasnt posted here because I felt it should still have more beta testing before feeling comfortable enough to submit it in this thread.
It works nicely for me but would prefer to have more user input and crash testing.
Sort of like the theme approval process.

There are actually (2) seperate scripts one for "Sega Naomi Demul" and "Sega Dreamcast Demul" in the link above. The "Sega Naomi Demul.ahk can be renamed to "Atomiswave.ahk" for that wheel.

Djvj and jhabers are working on a "minted database" for the naomi side.
But a good working database does exist thanks to Djvj also in the link above.

BadBoyBill
12-21-2010, 10:54 PM
Ah it was you, thats, cool , lemme know when its fully good to go and we can upload it to the repository.

dntaskwho
12-23-2010, 09:36 PM
Works well for me on the atomiswave and demul games there are a few games in his database that have this in it.

<game name="Capcom vs SNK Millenium Fight 2000 Pro" index="" image="">
<description>Capcom Vs. SNK Millenium Fight 2000 Pro</description>
<cloneof></cloneof>
<manufacturer>Capcom / SNK</manufacturer>
<year>2001</year>
<genre>Fighter</genre>
<exe>NaomiMakaron</exe>
</game>


is there a way to make those games that want makaron work?

If you try to run the games it says make sure your paths have a backslash

djvj
12-24-2010, 02:19 AM
Did you try making a script called NaomiMakaron.ahk? Put it in the Sega Naomi dir.

djvj
12-28-2010, 05:51 PM
BBB, testing cpwizard with mame and I can't get it to work. This is the error (using HL 2.05):

http://img267.imageshack.us/img267/9489/captureoe.png

I noticed you have 2 double quotes around %cpWizardPath%

I normally put dbl quotes around my path to cpwizard, but since you are using them in the main script around the variable, I removed them.

You should be able to test this on your end, you don't need to configure cpwizard, just have it extracted somewhere and point the script to it.

BadBoyBill
12-28-2010, 06:03 PM
Great, thanks for testing, so removing the double quotes in the main script allows it to work then?

djvj
12-28-2010, 06:45 PM
Oh, nono, I couldn't get it to work at all, I have not installed the tools needed to compile the new ahk. I was just stating I think you accidentally put 2 dbl quotes rather then one set.

It's saying there is an invalid character in the MAME systemname variable...I really don't know what it is. Looked through the script and don't see anything obvious. Disabling cpwizard allows the script to run the game fine.

BadBoyBill
12-28-2010, 06:53 PM
Ok, ill check it out, at the top of the ahk shows a link to where you can get the files for compiling.

ngarrett111
12-31-2010, 10:31 PM
What language are the modules scripted with? And do you guys know websites where I can go to learn a bit about it? I only know about basic programming structure, and don't know anything about actual programming languages or syntax, yet...

Lashek
12-31-2010, 10:52 PM
The modules are programmed in AutoHotKey (AHK), as is HyperLaunch itself.

Documentation website:
http://www.autohotkey.com/docs/

ngarrett111
12-31-2010, 11:11 PM
Thank you so much, that is precisely what I was looking for!!

ngarrett111
01-03-2011, 03:46 PM
How do you guys know what the parameters are for all these emulators? Is there a way to find out? For instance, epsxe parameter for loading an iso is loadiso, right? So whats the parameter to load the cdrom? I checked the documentation, and even looked on their site, and can't find it. I ran the log in epsxe also, and it didn't show it there, when I loaded it. I appreciate any help you guys can offer...

djvj
01-03-2011, 05:57 PM
Often you can do something like "program.exe /?" or "program.exe -help"

But usually it's in the documentation or a forum thread somewhere.

ngarrett111
01-03-2011, 07:41 PM
Yeah, I tried as many variations of that as I could think of, to no avail. It HAS to have a command line switch to load the cd rom, doesn't it? If the option is available in the gui, it has to be available in command line too, right?

brolly
01-03-2011, 08:48 PM
Nope, not really. Every emulator should be developed having in mind that it might be used through a frontend and so we should have as many command line switches as possible, but that doesn't happen with many emus. Some can't even load a rom from the command line! I have no idea about epsxe, but just because you have the option on the gui it doesn't mean you can use it through the command line.

Worst case scenario you can send key presses to simulate going to the load cd-rom menu, have a look at the 3do script to have an idea. It's ugly, but when there is no command line support it's the only way of doing it.

brolly
01-03-2011, 08:53 PM
Just took me 5 seconds to find this through google:

http://forums.ngemu.com/generic-epsxe-queries/58935-epsxe-command-line-switches.html
http://forums.ngemu.com/epsxe-archive/12848-loadbin.html

You have your answers there I'm sure, you can use -loadbin <file> to load an iso, I suppose that's what you want right?

ngarrett111
01-03-2011, 09:15 PM
No, I found those same links, and I am trying to load games from cdrom mounted with Daemon Tools. Those list many switches, but when I perused them, they had nothing about actually loading (or initiating) the cd rom. I did see the loadbin and loadiso switches, but those won't help me I think. I suppose you're wondering why I want to load it from cdrom instead? Considering it is so much more trouble? I tried a handful of games in epsxe just to make sure I had it configured correctly, and I noticed many of the games seem to run glitchy. When I mounted those same games and ran them in epsxe they weren't nearly as glitchy. It just seems to work better that way...

galsia
01-04-2011, 08:44 AM
Here's a simple one:

;----------------------------------------------------------------------------
; Sony PlayStation 2
; PCSX2 0.9.7.3876m
; by Galsia
; 0.1
;----------------------------------------------------------------------------

;--nogui hides the main window
;--fullscreen launches the game window in fullscreen. Can be removed if
;fullscreen is on in emulator config.
;Also you can add --fullboot if you want to see the PlayStation logo when
;launching a game.
params = --nogui --fullscreen

;Hide should hide the console
RunWait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide

ExitApp

CloseProcess:
Process, Close, %executable%
return

Also I have a maybe stupid request: could someone give me a concrete example of when UseErrorLevel is needed? I've RTFM (http://www.autohotkey.com/docs/commands/Run.htm) and I can't understand when it is needed.

BadBoyBill
01-04-2011, 09:27 AM
See the MAME one I did for an error level example.

Kodiak
01-04-2011, 11:12 AM
@ ngarrett111 -

All you need to do is set your CDR plugin to the VCD...then execute ePSXe with the -nogui parameter.

Well you also have to mount your CD\DVD image in the VCD prior to launching ePSXe. Not a big deal...but I don't do AHK. :(

ngarrett111
01-04-2011, 06:17 PM
No worries Kodiak, my script already has the mounting taken care of. I will try that when I get home (I'm at work now). I appreciate it, and hopefully it works!

Hunk_4TH
01-04-2011, 06:40 PM
I'm sure this has been asked before but is there a module for Daphne being worked on or could I do one myself?

brian_hoffman
01-04-2011, 09:46 PM
I'm sure this has been asked before but is there a module for Daphne being worked on or could I do one myself?

Daphne shouldn't be too bad. You have multiple variables with daphne. Rom name, Frame file and any other (game specific) command line switches.

The current HL shouldn't be hard to port and if your FRAMEFILES match your rom names you can use the %rom% more than once in your command.

ngarrett111
01-04-2011, 09:56 PM
Kodiak THANK YOU!! It worked! I feel like such an idiot for not even trying that lol. It makes so much sense. Now I can finish up the rest of this script! Thank you thank you thank you!!

Kodiak
01-04-2011, 10:15 PM
@ ngarrett111 -

You are welcome...oh and you would be surprised how many blond moments I have with this stuff as well. :)

@ Hunk_4TH -

If you ask Brian real nicely to convert one of my AI scripts to AHK...I'll share it with him...or you'll have to wait to see what I have cooked up when I release HL-AI.

Hunk_4TH
01-04-2011, 10:24 PM
Daphne shouldn't be too bad. You have multiple variables with daphne. Rom name, Frame file and any other (game specific) command line switches.

The current HL shouldn't be hard to port and if your FRAMEFILES match your rom names you can use the %rom% more than once in your command.
Ah ok. MY frame files don't match my room names but I can change that rather quickly ;)

@ ngarrett111 -

You are welcome...oh and you would be surprised how many blond moments I have with this stuff as well. :)

@ Hunk_4TH -

If you ask Brian real nicely to convert one of my AI scripts to AHK...I'll share it with him...or you'll have to wait to see what I have cooked up when I release HL-AI.

I guess I can just wait as the old HL works pretty well. Looking forward to it though! :)

brian_hoffman
01-04-2011, 10:40 PM
@ ngarrett111 -

You are welcome...oh and you would be surprised how many blond moments I have with this stuff as well. :)

@ Hunk_4TH -

If you ask Brian real nicely to convert one of my AI scripts to AHK...I'll share it with him...or you'll have to wait to see what I have cooked up when I release HL-AI.

You and your blond moments. I'm just now making some modules for some systems and emulators that are not uploaded yet to the modules section.

Daphne, Naomi, Atomiswave and some cd system emulators that do not have native iso mounting support.

Last time I added a deamontools section to HL. I need to look to see if it exists in the new one.

Still checking it all out.

So far I am really enthusiastic about it all.

Kodiak
01-04-2011, 11:51 PM
@ Brian -

Well I don't have many more blond moments left...soon it's going to be all white moments. :(

Yeah HL 2.0 is looking to be a major improvement...and a lot more flexible...BBB has done a bang up job on it. He gets you and some more talented scripters all active on it...it will truly be awesome.

That said I'm still going to play in my AI sandbox. :)

hehe half way tempted to make a wager on who can build the better launcher\loader...but some may find such a thing insulting...or take the whole thing to serious.

Anyways its good to see you active again Brian. :)

BadBoyBill
01-05-2011, 08:06 AM
Go for it man, its always good to have an option, not an insult at all.

brian_hoffman
01-05-2011, 08:11 AM
@ Brian -

Well I don't have many more blond moments left...soon it's going to be all white moments. :(

Yeah HL 2.0 is looking to be a major improvement...and a lot more flexible...BBB has done a bang up job on it. He gets you and some more talented scripters all active on it...it will truly be awesome.

That said I'm still going to play in my AI sandbox. :)

hehe half way tempted to make a wager on who can build the better launcher\loader...but some may find such a thing insulting...or take the whole thing to serious.

Anyways its good to see you active again Brian. :)

:)
I have been lurking in the background and flare up once in a while. Kinda like herpes.

Actually I like AI, not that great at it though.
I don't think any will take offense to other loaders or back ends. I know BBB isn't fond of making back ends as they are not that fun for him to program. Although I agree this new version is very nice.

I need to add daemon tools to it, and I may do it the same way BBB has implemented viewer.

EDIT: Its there and I missed it.

Kodiak
01-05-2011, 03:28 PM
@ Brian -


Kinda like herpes.

Woowee the gift that keeps on giving. :p

Well so far I've gotten nothing but support from BBB and a few others in the community...heck a few have even downloaded my alpha build...which only runs a very basic Mame setup at present. (still fiddling with supporting functions)

However my misadventures would be taking this thread off topic...and I've already taken BBB's DC naming thread way off topic...so I should behave or I'll find myself in the corner with the dunce cap on. :(

Well I look forward to seeing what comes of this build...it certainly looks promising. :)

@ BadBoyBill -

Well hopefully I'll be done with the last few little hurdles in the next day or so then I can actually start pumping out modules like a madman.

SophT
01-06-2011, 03:38 AM
BBB this is awesome! HS is really becoming so much more powerful, but flexible at the same time. I'm looking at the main AHK code and have a few questions:



retStr .= "`n;-----------------------------------------------------------"
retStr .= "`n;Module script"
retStr .= "`n;-----------------------------------------------------------"

;Run CPWizard
if(cpWizardEnabled = "true"){
retStr .= "Run, ""%cpWizardPath%"" -emu "%systemName%" -game "%romName%" %cpWizardParams%
retStr .= "sleep, %cpWizardDelay"
}


should the retStr concatenations that call CPWizard have an explicit line feeds too (everything else does)? The way it looks now is like the run and sleep commands are left on the ---- comment line and it won't actually get run.

and further above that:



;----------------------------------------------------------------------------
; Build new script with module
; We'll use ahktextdll instead of ahkdll to add our own stuff to the script
; This will keep the modules more simplified
;----------------------------------------------------------------------------
MSCript := buildScript()


I think it should be MScript - though I can't remember if AHK is case sensitive or not... but I am :P

MrX_Cuci
01-06-2011, 04:37 AM
Don't exactly know if it belongs in this thread, but here goes anyway.

I managed to get my Xbox360 wireless gamepad working with Hyperspin using the 2.05 download from this thread. With the "official" Hyperspin download I could not get it to work at all. One minor thing though....I have to click the Xbox guide button first (battery status of my joypad pops up) before I can use it at all in Hyperspin.

Logs still say Error iniitializing Joystick, so there is definitely a quirk somewhere.

Other thing I noticed. When in the exit menu (completely leave Hyperspin) I can't select YES for some reason. Probably because left and right are not configured? I can use the arrow keys on the keyboard though.

Shouldn't this work from settings.ini
exit_emulator_key=~joy7 & ~joy8
I tried Kega Fusion with these settings, but it does not work. (exiting emulator and returning to Hyperspin)

Boogieman_nl
01-06-2011, 06:56 AM
Hi BBB,

I just got my hands on this sleek new Hyperlaunch version and I was setting up a Gameboy script for the PlayGuy emulator and stumpled upon a bug in the Hyperlaunch GUI.
When selecting a rom with the extension .gb HL just won't accept it and will not launch the emulator.
However when I rar the rom or rename it to something with 3 characters, it will launch the right ROM from the GUI.
There seems to be no problem with launching the ROM from a command line though.

Maybe you find the time to fix this for the next iteration of HL.

Btw,

Where can we put our working and tested modules?

Regards,

Boogieman

BadBoyBill
01-06-2011, 09:06 AM
should the retStr concatenations that call CPWizard have an explicit line feeds too (everything else does)? The way it looks now is like the run and sleep commands are left on the ---- comment line and it won't actually get run.

I think it should be MScript - though I can't remember if AHK is case sensitive or not... but I am :P

Ok, I will add the new lines to the lines you found, I will also fix the typo but it still works with the typo, so you wont notice any change.



Shouldn't this work from settings.ini
exit_emulator_key=~joy7 & ~joy8
I tried Kega Fusion with these settings, but it does not work. (exiting emulator and returning to Hyperspin)

For Fusion, we dont' force the process closed to not lose save game support, so you'll have to setup your exit keys for Fusion itself. If you cant set joy keys to exit Fusion then you can do what your doing now but add WinClose, %executabe% into your module in a text editor. It should look like this:

CloseProcess:
WinClose, %executable%
return


Hi BBB,

I just got my hands on this sleek new Hyperlaunch version and I was setting up a Gameboy script for the PlayGuy emulator and stumpled upon a bug in the Hyperlaunch GUI.
When selecting a rom with the extension .gb HL just won't accept it and will not launch the emulator.
However when I rar the rom or rename it to something with 3 characters, it will launch the right ROM from the GUI.
There seems to be no problem with launching the ROM from a command line though.

Maybe you find the time to fix this for the next iteration of HL.

Btw,

Where can we put our working and tested modules?

Regards,

Boogieman

Ok, the regex quantifier is wrong then, I wasnt expecting 2 letter extensions,

you can try changing this line:
"\\([^\\]*)\.\w{3,3}$", SubPat)

to this:
"\\([^\\]*)\.\w{2,3}$", SubPat)

theres like 2 spots that appears in the code.

or hold off till i put out another version, thanks for pointing that out.

And you can post working modules here, theres a bunch here I still have to add to the repository.

MrX_Cuci
01-06-2011, 02:21 PM
For Fusion, we dont' force the process closed to not lose save game support, so you'll have to setup your exit keys for Fusion itself. If you cant set joy keys to exit Fusion then you can do what your doing now but add WinClose, %executabe% into your module in a text editor. It should look like this:

CloseProcess:
WinClose, %executable%
return


Apparently ESC is the exit key when in fullscreen mode using Fusion. Unfortunately that one is not rempappable within Fusion or any of it's config files. I could use JoyToKey for this, but isn't this possible from within the script? My knowledge of AHK is pretty basic.

My Commodore Amiga CD32 script



;----------------------------------------------------------------------------
; Commodore Amiga CD32
; Winuae v2.3.1 B9 http://www.winuae.net/files/b/winuae_2310b9.zip
; by MrX_Cuci
; 1.0
;
; Don't forget to setup your kickstart roms or you get a nice little nag screen.
; Edit default.uae for more advanced options like filters, scaling, gamepad controls and such
; or just start WinUAE, edit stuff needed and save configuration as default.uae in \Configurations
; Images can be in zipped format they will be unpacked and mounted automatically. No CDrom emulator required.
;----------------------------------------------------------------------------

;Params
params = -s use_gui=no -s win32.ctrl_f11_is_quit=true -s gfx_fullscreen_amiga=true -s quickstart=cd32,0 -cdimage="%romPath%%romName%%romExtension%"

Run, %Executable% %params%, %EmuPath%, Hide

Process, WaitClose, %Executable%

ExitApp

CloseProcess:
return


500 and 1200 scripts comming up

BadBoyBill
01-06-2011, 03:41 PM
Just add the line I said above and it should work.

ngarrett111
01-06-2011, 10:07 PM
This is my first script ever, I have spent days attempting to learn AHK and putting this together. Please, be as critical as possible, I don't mind criticism at all. My aim is to learn as much as I can.

Anyways, this script was put together with efficiency in mind, in regards to files. I'm not sure about everyone else here, but I got a LOT of psx images, which even compressed, takes up about 420 gig. I also want to keep them in the original 7z form for easy updating, if need be. This script unzips the 7z images into a temporary directory, mounts the image file in daemon tools, and when the emu is done, unmounts the image and deletes the temporary file.

Also, I didn't set it to load an ISO/CUE file because many of the games seem glitchy when I do that, but when loading from virtual drive seem to run great.

I know it's not likely to be the prettiest script on here lol. I appreciate any suggestions to improve it. I had thought about adding a splash screen while they were extracting, but hadn't decided whether or not to do so. Here it is:


;Epsxe 1.7
;Unzips compressed images, mounts them, and runs them in emulator, then unmounts and deletes temporary decompressed file
;Make sure to properly set the directory for 7zip below
;Make sure to properly set the directory for Daemon Tools in settings.ini file
;These paths are the default paths in Windows 7 64 bit
;Make sure you have the cdrom plugin configured to point at the mounted drive in daemon tools
;Make sure all the other plugins are configured as well


;variables
7zip = C:\Program Files\7-Zip\7z.exe

runWait, %7zip% e "%romPath%%romName%%romExtension%" -o"%romPath%temp"
runWait, %daemonToolsPath% -mount 0`,"%romPath%temp\%romName%.cue"
run, %executable% -nogui, %emuPath%

process, waitClose, %executable%
runWait, %daemonToolsPath% -unmount 0
fileDelete, %romPath%temp\*

exitApp

CloseProcess:
WinClose, epsxe

Now, this should work regardless of the compressed extension (zip, 7z etc). I haven't tested other than 7z, but I had set my extension in hyperhq to 7z. As long as that is correct, it should work.

For those that ARE using 7z, there are problems until you alter the hyperlaunch.ahk file as described by BBB:


Ok, the regex quantifier is wrong then, I wasnt expecting 2 letter extensions,

you can try changing this line:
"\\([^\\]*)\.\w{3,3}$", SubPat)

to this:
"\\([^\\]*)\.\w{2,3}$", SubPat)

theres like 2 spots that appears in the code.

This fixed the issue with the 2 character extension, thanks BBB!

BadBoyBill
01-07-2011, 12:39 AM
1 .You dont have to check the existence of the rom or executable, the main script does that already for you, you just need the run stuff.

2. daemon tools path is already set for you in the settings file so you dont need to set that either.

ngarrett111
01-07-2011, 08:55 AM
Ok, I made the changes to the script above, and tested it, works fine. Thanks for the suggestions! Also, this script is fairly generic, I was easily able to alter it slightly and use it for my saturn setup, just by removing the -nogui parameter. Should I post that as well? I think this script works fairly well for anyone that has large collections of images and doesn't mind waiting for the unzipping process when starting a game, and is worried about HD space. For Playstation, from hitting the button to start, until the game is fully loaded, has taken me from 15-27 seconds so far, depending on the image. Also, do you think it would be useful to include a change disc feature in the script, considering some of the games have multiple discs?

MrX_Cuci
01-07-2011, 06:09 PM
MESS Sega Master System
Works for all type of region roms.

MESS SMS


;----------------------------------------------------------------------------
; MESS Sega Master System driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
;
;----------------------------------------------------------------------------

;Params
params = sms -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return


I might do the perfect emulated systems of MESS next.

EDIT Looks like for Genesis / Megadrive different command line options are used GENESIS -CART and MEGADRIV -CART is used for PAL games. Don't know how to use that option when loading a European game. Use per game module? Creating a Genesis and Megadrive system would be the easiest way I guess

ngarrett111
01-08-2011, 12:43 AM
I didn't see a script for 3DO, so I made one. This script does much of what my other one does. It decompresses an image file, loads in daemon tools, and launches the game. I also have joy2key in this script, because FreeDO doesn't have controller support. Well, here goes, let me know what you guys think..


;-------------------------------------------------------------------------
;Panasonic 3DO
;FreeDO 1.9 WIP
;by ngarrett111
;
;Info:
;
;Unzips compressed images, mounts them, and runs them in emulator, then ;unmounts and deletes temporary decompressed file.
;Make sure to properly set the directory for 7zip below.
;Make sure to properly set the directory for Daemon Tools in settings.ini file.
;These paths are the default paths in Windows 7 64 bit
;I put joy2key in my emulator directory, and named the cfg file First Configuration.cfg
;so it loads by default without fuss and parameters.
;--------------------------------------------------------------------------


;variables
7zip = C:\Program Files\7-Zip\7z.exe
joy2key = K:\Emulators\3DO\joy2key\JoyToKey.exe

runWait, %7zip% e "%romPath%%romName%%romExtension%" -o"%romPath%temp"
runWait, %daemonToolsPath% -mount 0`,"%romPath%temp\%romName%.cue"
run, %joy2key%
run, %executable%, %emuPath%
sleep, 5000 ; Gives FreeDO time to load before the input next

sendInput !{c}{Down}{Enter}
sendInput {F4}

Escape::
sendInput !{f}{Down 8}{Enter} ; FreeDO doesn't have a key to exit, so this is it


process, waitClose, %executable%
runWait, %daemonToolsPath% -unmount 0
fileDelete, %romPath%temp\*
winClose, JoyToKey

exitApp

CloseProcess:
WinClose, freedowrapper
return

cooldreng13
01-09-2011, 03:20 AM
Could anyone please make a module for Magicengine 1.1.3
i have searched on the forum but only found for the old hyperlaunch

MrX_Cuci
01-09-2011, 03:13 PM
MESS Super Gameboy driver
A list of all Super Gameboy capable games can be found at: http://en.wikipedia.org/wiki/List_of_Super_Game_Boy_games If I have the time, I will create a XML for it. Time for a nice theme I recon.


;----------------------------------------------------------------------------
; MESS Super Gameboy driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
; Make sure you have the appropriate rom (bios) file or Mess will just quit on you.
;----------------------------------------------------------------------------

;Params
params = supergb -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

MrX_Cuci
01-09-2011, 03:28 PM
MESS Gameboy or Gameboy Pocket driver
Gameboy Pocket is a clone of the Gameboy driver. So I guess they use the same driver and are no different.


;----------------------------------------------------------------------------
; MESS Gameboy or Gameboy pocket driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
; Make sure you have the appropriate rom (bios) file or Mess will just quit on you.
;----------------------------------------------------------------------------

;Params
params = gameboy -cart
;params = gbpocket -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

MrX_Cuci
01-09-2011, 03:34 PM
MESS Gameboy Color driver


;----------------------------------------------------------------------------
; MESS Gameboy Color driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
; Make sure you have the appropriate rom (bios) file or Mess will just quit on you.
;----------------------------------------------------------------------------

;Params
params = gbcolor -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

MrX_Cuci
01-09-2011, 03:53 PM
MESS Gamegear driver
Works for all region games.


;----------------------------------------------------------------------------
; MESS Gamegear driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
;----------------------------------------------------------------------------

;Params
params = gamegear -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

MrX_Cuci
01-09-2011, 04:08 PM
MESS Nintendo Famicom Disk System driver
Released in Japan only.


;----------------------------------------------------------------------------
; MESS Nintendo Famicom driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required. Make sure you have the appropriate rom (bios) file.
;----------------------------------------------------------------------------

;Params
params = famicom -flop

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

MrX_Cuci
01-09-2011, 04:43 PM
MESS Neo Geo Pocket driver
Released in Japan and Hong Kong only. Few English language games exist.


;----------------------------------------------------------------------------
; MESS Neo Geo Pocket driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
; Make sure you have the appropriate rom (bios) file or Mess will just quit on you.
;To boot up the system the first time press Q
;----------------------------------------------------------------------------

;Params
params = ngp -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

MrX_Cuci
01-09-2011, 04:45 PM
MESS Neo Geo Pocket Color driver


;----------------------------------------------------------------------------
; MESS Neo Geo Pocket Color driver
; MESS 0.141b
; by MrX_Cuci
; 1.0
;
; Info:
; Since MESS needs to save ram data on exit, then we can't force
; MESS closed with a hotkey. So make sure you have your own exit key setup
; in MESS first. We will leave the CloseProcess section below blank, but
; it is still required.
; Make sure you have the appropriate rom (bios) file or Mess will just quit on you.
; To boot up the system the first time press Q
;----------------------------------------------------------------------------

;Params
params = ngpc -cart

Runwait, %executable% %params% "%romPath%%romName%%romExtension%", %emuPath%, Hide UseErrorLevel

if(ErrorLevel != 0){
if (ErrorLevel = 1){
Error = Failed Validity
}else if(ErrorLevel = 2){
Error = Missing Files
}else if(ErrorLevel = 3){
Error = Fatal Error
}else if(ErrorLevel = 4){
Error = Device Error
}else if(ErrorLevel = 5){
Error = Game Does Not Exist
}else if(ErrorLevel = 6){
Error = Invalid Config
}else if(ErrorLevel = 7 || ErrorLevel = 8 || ErrorLevel = 9){
Error = Identification Error
}else{
Error = Mess Error
}
MsgBox Mess Error - %Error%
}

ExitApp

;Required
CloseProcess:
;Doesnt have to do anything but make sure to have the line before and after this line.
return

shateredsoul
01-09-2011, 11:13 PM
No, I found those same links, and I am trying to load games from cdrom mounted with Daemon Tools. Those list many switches, but when I perused them, they had nothing about actually loading (or initiating) the cd rom. I did see the loadbin and loadiso switches, but those won't help me I think. I suppose you're wondering why I want to load it from cdrom instead? Considering it is so much more trouble? I tried a handful of games in epsxe just to make sure I had it configured correctly, and I noticed many of the games seem to run glitchy. When I mounted those same games and ran them in epsxe they weren't nearly as glitchy. It just seems to work better that way...

I've figured this out using scripts previously created... I'll load them up for you as soon as I turn on my arcade. Which... will probably be in a week. They need wome work, but they work great. I might get in trouble again, if Upload them without cleaning them up first :D

If anything they may serve a good basis to start from for those who have more time to work on this stuff than I do. Remind me if I don't put it up, I'm pretty busy in my real life at the moment.

to double check, did you check the main code? I remember that I had to change the scritpts that were up before because the %daemon% (or whatever) was changed in this version to something like %daemontools%.

ngarrett111
01-09-2011, 11:44 PM
Actually shateredsoul, I got it taken care of already. Kodiak helped me out with the part I was stuck on. It seems that epsxe, when run with the -nogui parameter, runs the cdrom drive by default. It only changes when you use the -loadiso or -loadbin switch. So yeah, I got the PSX emu working, and is in a script a page or two back that I posted. Also, did anyone else get a chance to try the 3DO script I posted? It seems to be working for me pretty well, but some other user input would be great..

ngarrett111
01-10-2011, 08:25 PM
Could anyone please make a module for Magicengine 1.1.3
i have searched on the forum but only found for the old hyperlaunch

I put one together, and tested it several times, seems to work good. Here it is:


;-----------------------------------------------------------------------
;TurboGrafx 16
;MagicEngine 1.1.3
;by ngarrett111
;info:
;You'll want to disable the setup screen that pops up intially when the emu starts
;Also, enable fullscreen in the emu or in the .ini file
;------------------------------------------------------------------------


run, %executable% "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%
exitApp
CloseProcess:
WinClose, PCE
return

Try that out :-)

cooldreng13
01-11-2011, 12:49 AM
I put one together, and tested it several times, seems to work good. Here it is:


;-----------------------------------------------------------------------
;TurboGrafx 16
;MagicEngine 1.1.3
;by ngarrett111
;info:
;You'll want to disable the setup screen that pops up intially when the emu starts
;Also, enable fullscreen in the emu or in the .ini file
;------------------------------------------------------------------------


run, %executable% "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%
exitApp
CloseProcess:
WinClose, PCE
return

Try that out :-)

thx m8 :)
but i already figured out ;)
it looks the same as your.

ngarrett111
01-11-2011, 08:48 AM
thx m8 :)
but i already figured out ;)
it looks the same as your.

Why didn't you post it lol. Did you make one for the turbografx cd? If not, I'll be doing that shortly..

I didn't see the Atari 2600, 5200, and 7800 posted, so I put those together below:


;----------------------------------------------------------------------
;Atari 2600
;Stella 3.3
;by ngarrett111
;----------------------------------------------------------------------

run, %executable% -fullscreen 1 "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%

exitApp

CloseProcess:
winClose, Stella
return



;-----------------------------------------------------------------------------------------------
;Atari 5200
;Kat5200 0.6.2
;by ngarrett111
;For some reason, the hyperlaunch hotkey exit causes issues with kat exiting, so it is disabled here
;I created another hotkey for exit that agrees with the emu, the input is the default exit
;-----------------------------------------------------------------------------------------------



Hotkey, ~Esc, CloseProcess, off
run, %executable% -fullscreen 1 -start_with_gui 0 "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%

Escape::
sendInput !{f4}

exitApp

CloseProcess:
winClose, Kat
return



;---------------------------------------------------------------------------------------------
;Atari 7800
;ProSystem 1.3
;by ngarrett111
;---------------------------------------------------------------------------------------------

run, %executable% -Fullscreen 1 -MenuEnabled 0 "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%

exitApp

CloseProcess:
winClose, ProSystem
return

I tested them all, and all seem to work.

cooldreng13
01-11-2011, 09:43 AM
Why didn't you post it lol. Did you make one for the turbografx cd? If not, I'll be doing that shortly..

I didn't see the Atari 2600, 5200, and 7800 posted, so I put those together below:


;----------------------------------------------------------------------
;Atari 2600
;Stella 3.3
;by ngarrett111
;----------------------------------------------------------------------

run, %executable% -fullscreen 1 "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%

exitApp

CloseProcess:
winClose, Stella
return



;-----------------------------------------------------------------------------------------------
;Atari 5200
;Kat5200 0.6.2
;by ngarrett111
;For some reason, the hyperlaunch hotkey exit causes issues with kat exiting, so it is disabled here
;I created another hotkey for exit that agrees with the emu, the input is the default exit
;-----------------------------------------------------------------------------------------------



Hotkey, ~Esc, CloseProcess, off
run, %executable% -fullscreen 1 -start_with_gui 0 "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%

Escape::
sendInput !{f4}

exitApp

CloseProcess:
winClose, Kat
return



;---------------------------------------------------------------------------------------------
;Atari 7800
;ProSystem 1.3
;by ngarrett111
;---------------------------------------------------------------------------------------------

run, %executable% -Fullscreen 1 -MenuEnabled 0 "%romPath%%romName%%romExtension%", %emuPath%
process, waitClose, %executable%

exitApp

CloseProcess:
winClose, ProSystem
return

I tested them all, and all seem to work.

because i was not sure if it was right :P
anyway..
no i have not coded one for turbografx cd
so you just go ahead ;)

galsia
01-11-2011, 11:07 AM
Scripts for Ootake:


;----------------------------------------------------------------------------
; NEC PC Engine CD
; Ootake 2.47
; by Galsia
; 1.0
;
;----------------------------------------------------------------------------

RunWait, %daemonToolsPath% -mount 0`,"%romPath%%romName%%romExtension%"

RunWait, %executable% /CD, %emuPath%, Hide

ExitApp

CloseProcess:
Process, Close, %executable%
return


;----------------------------------------------------------------------------
; NEC Super Grafx
; Ootake 2.47
; by Galsia
; 1.0
;
; This script allows using 7zip compressed roms.
; Make sure your path to 7zip executable is correct.
; Temporary directory will be deleted so don't use an important directory.
;----------------------------------------------------------------------------

if (romExtension = ".7z"){
;Path to 7zip executable
7zPath = %A_ScriptDir%\HyperTheme\7za.exe
;Temporary directory for extracted rom
tmpPath = %A_Temp%\%systemName%

RunWait, %7zPath% e "%romPath%%romName%%romExtension%" -aos -o"%tmpPath%",, Hide
romPath = %tmpPath%\
romExtension := ".pce"
}

RunWait, %executable% "%romPath%%romName%%romExtension%", %emuPath%, Hide

;Delete temporary directory if present
ifExist, %tmpPath%
FileRemoveDir, %tmpPath%, 1

ExitApp

CloseProcess:
Process, Close, %executable%
return


;----------------------------------------------------------------------------
; NEC PC Engine
; Ootake 2.47
; by Galsia
; 1.0
;
; This script allows using 7zip compressed roms.
; Make sure your path to 7zip executable is correct.
; Temporary directory will be deleted so don't use an important directory.
;----------------------------------------------------------------------------

if (romExtension = ".7z"){
;Path to 7zip executable
7zPath = %A_ScriptDir%\HyperTheme\7za.exe
;Temporary directory for extracted rom
tmpPath = %A_Temp%\%systemName%

RunWait, %7zPath% e "%romPath%%romName%%romExtension%" -aos -o"%tmpPath%",, Hide
romPath = %tmpPath%\
romExtension := ".pce"
}

RunWait, %executable% "%romPath%%romName%%romExtension%", %emuPath%, Hide

;Delete temporary directory if present
ifExist, %tmpPath%
FileRemoveDir, %tmpPath%, 1

ExitApp

CloseProcess:
Process, Close, %executable%
return

ngarrett111
01-11-2011, 11:11 AM
Is ootake better than magicengine for turbografx games?

Kodiak
01-11-2011, 01:20 PM
Last time I looked they were about the same from the sample games I played...only major diff is that ME has a much flashier GUI.

My ranking would be:
1. MagicEngine
2. Mednafen or ootake
3. MESS

MrX_Cuci
01-11-2011, 02:30 PM
Turbo Engine is actually the most accurate one I believe: http://aamirm.hacking-cult.org/www/turbo.html Magic Engine is shareware

Dazz
01-11-2011, 02:43 PM
Magic Engine may be shareware and cost, but its still actively being developed.

cooldreng13
01-12-2011, 12:25 AM
I have bought MagicEngine and i must say that its nice, and it works perfect for me.

edit:

hmm i have now tried to edit the MagicEngine module so it also mount the game in the virtual drive and direct play.
but i just cant figure out whats wrong ?

i was not sure about the -cd
i have made some searches, and i found a bunch of magicengine commands...
but i would be happy if someone would catch some light over this


Run, "%EmuPath%%Executable%" -mount 0, -cd:h, "%romPath%%romName%%romExtension%"
Process, WaitClose, %Executable%

ExitApp
CloseProcess:
WinClose, PCE
return

after what i have seen then should the "-mount 0" command mount the file to daemontools depends on what number you have in daemontools..
but it doesnt mount anything :questionmark:

ngarrett111
01-12-2011, 06:48 PM
You got to mount it with daemon tools first, then run the emu...so if the -cd switch is correct, you should use the code more like:


runWait, %daemonToolsPath% -mount 0', %romPath%romName%%romExtension%
run, %executable% -cd:h, %emuPath%

process, waitClose, %executable%

exitApp
CloseProcess:
winClose, PCE
return

Basically, you are running and mounting daemon tools first, and once that's done, it is running the emu. I did not test this, as I don't have it set up yet, and when I make the script, I intend to have it decompress my images first, but this is how most of the modules for my CD systems are set up. I hope this helps!

cooldreng13
01-12-2011, 10:19 PM
You got to mount it with daemon tools first, then run the emu...so if the -cd switch is correct, you should use the code more like:


runWait, %daemonToolsPath% -mount 0', %romPath%romName%%romExtension%
run, %executable% -cd:h, %emuPath%

process, waitClose, %executable%

exitApp
CloseProcess:
winClose, PCE
return

Basically, you are running and mounting daemon tools first, and once that's done, it is running the emu. I did not test this, as I don't have it set up yet, and when I make the script, I intend to have it decompress my images first, but this is how most of the modules for my CD systems are set up. I hope this helps!

but the daemontool patch, is that needed?
i though that was builded into the new hyperlaunch?

but i will try it when i get home ;)

ngarrett111
01-12-2011, 10:30 PM
It is added to hyperlaunch settings.ini, but you still need to set the path, and you need to use it in the module as %daemonToolsPath%.

Dazz
01-12-2011, 10:31 PM
but the daemontool patch, is that needed?
i though that was builded into the new hyperlaunch?

but i will try it when i get home ;)


INSTALLATION

Step1:
Open Settings.ini and add these new HyperLaunch settings below your Main section and make this new section.

[HyperLaunch]
exit_script_key=~q & ~s
exit_emulator_key=~Esc
toggle_cursor_key=~t
hide_cursor=false
hide_desktop=false
hide_taskbar=false
path_to_daemontools=
path_to_cpwizard=
cpwizard_delay = 8000
cpwizard_params = -timeout 9000
last_system=MAME
last_rom=1942

The path to daemontools should not be in the script, it should be in the settings.ini. %daemonToolsPath% should be in the script as that tells the script that the path is needed.

cooldreng13
01-12-2011, 10:57 PM
Ehh confused:confused:

then i am right?
the daemontool patch is not needed in the script
if you just set the patch in settings.ini?

edit:

arhh ok
then i will try when i get home ;)

ngarrett111
01-13-2011, 12:21 AM
Ok, I put together a module for the TurboGrafx CD, and like the other cd scripts I have, it decompresses the file to a temp folder, mounts it, and cleans it up after playing.


;------------------------------------------------------------------------
;TurboGrafx CD
;Magicengine 1.1.3
;by ngarrett111
;info:
;Make sure you set the correct drive letter after -cd:
;Make sure the path to 7zip below is correct
;Double check your path to daemon tools in settings.ini
;------------------------------------------------------------------------


;variables
7zip = C:\Program Files\7-Zip\7z.exe

runWait, %7zip% e "%romPath%%romName%%romExtension%" -o"%romPath%temp"
runWait, %daemonToolsPath% -mount 0`,"%romPath%temp\%romName%.cue"
run, %executable% -cd:p, %emuPath%

process, waitClose, %executable%

Escape::
sendInput !{f4}

runWait, %daemonToolsPath% -unmount 0
fileDelete, %romPath%temp\*

exitApp
CloseProcess:
WinClose, PCE
return

Dazz
01-13-2011, 12:52 AM
Wow, how long do you have to wait while during the decompress before you get to play?

I don't understand why to have them compressed in the first place.... Hard drive space is cheap.

ngarrett111
01-13-2011, 06:16 AM
True Dazz, it is, but...this is cleaner and neater. If I keep my images in the original format that I received them, it makes it easier to update them. If I were to not do it this way, I would not only be doubling my entire collections, I might be doing even more. My PSX collection alone is like 420 gig, extracted, it might be somewhere around, 600? So just over a terabyte because I can't wait for the game to extract? And if I simply extracted them all, and deleted the original compressed images, if there is an update to the collection, I wouldn't be able to recompress everything to exactly the way it was, except for perhaps the torrent7zipped stuff.

Edit: Actually, the decompressed size would be a lot more. To give a couple examples:
1Extreme-PSX-in zip format, 154 MB, decompressed, 514 MB.
007 The World is Not Enough- zipped, 379 MB, decompressed, 692 MB

That's just a couple random examples from my PSX collection, where decompressed, is at least twice the size of the original zipped file. My PSX list is (so far) 1598 games, so, you can imagine the space that would take up decompressed, not to mention just how many files there would be (at LEAST an ISO and CUE file for each game, and some games have several WAV files as well).

In the NEO GEO CD set, each game has an ISO, CUE, and 20-40 WAV files. I feel that is just untidy at best, and at worst, shortens the life span of a hard drive and creates longer drive seek times, ya know?

Regarding how long it takes to extract, the TurboGrafx CD only takes me 20 seconds max from clicking on it to full load in-game. The PSX by far takes me the longest, at around 30-35 seconds max from click to full load. For the convenience of keeping my stuff in original format, does even 30 seconds sound unreasonable to wait for a game?

If you like, I can post a non-decompressing script for everything I put together, for those that don't have a need for it?

Honestly, I think what it boils down to is I'm a neat freak, and an efficiency freak, when it comes to my computer. If I can avoid duplicate files at all, I will do so. If I can cut a file list down by keep stuff compressed until need, I will do so. I think doing anything else drives me nuts lol. It is just one of my pet peeves, ya know?

cooldreng13
01-13-2011, 07:05 AM
i am using your magic engine script now
and have edited it abit
but it works like a charm
i did also find out that
my daemons tool patch was to the folder and not to the .exe directly

brolly
01-13-2011, 08:38 AM
In the NEO GEO CD set, each game has an ISO, CUE, and 20-40 WAV files. I feel that is just untidy at best, and at worst, shortens the life span of a hard drive and creates longer drive seek times, ya know?


I don't get this one, you will have to extract them anyway for playing so you'll end up with the exact same files on your hdd and actually it is much worse for your hard drive to be continuosly writing and deleting data from it, which is something you will be doing constantly using that decompress method.
I understand your point though, but I personally prefer better loading speeds even if it costs me more HDD space.

I don't think it's untidy at all, I simply have 1 folder per game and then all the files stored in there, it's pretty tidy actually :)
It also has the advantage that you can store some extra stuff there if you want, like nfos for example.

One suggestion, you could easilly change your scripts to work with both compressed files or uncompressed, just check the file extension and you can skip the 7zip decompression if it's not a zipped file. This way they will work for everyone.

ngarrett111
01-13-2011, 09:59 AM
I don't get this one, you will have to extract them anyway for playing so you'll end up with the exact same files on your hdd and actually it is much worse for your hard drive to be continuosly writing and deleting data from it, which is something you will be doing constantly using that decompress method.
I understand your point though, but I personally prefer better loading speeds even if it costs me more HDD space.

I don't think it's untidy at all, I simply have 1 folder per game and then all the files stored in there, it's pretty tidy actually :)
It also has the advantage that you can store some extra stuff there if you want, like nfos for example.

One suggestion, you could easilly change your scripts to work with both compressed files or uncompressed, just check the file extension and you can skip the 7zip decompression if it's not a zipped file. This way they will work for everyone.

You raise good points, especially about how hard it is on the hard drives. Really, it's 6 in one, half dozen in the other. Regardless how it is handled, gaming with roms and such is going to be hard on the drives. Right now, I'm just getting the software together and configured, and gathering artwork. All this is on my main computer that I use for everything, so keeping everything compressed makes sense to me. Ultimately, when I build my cab, and put this computer in it, I will include 4 dedicated 2 TB drives in RAID 5 configuration (6 TB should be enough, I think?) just for the emulation. At that point, I will likely be more interested in the faster emulation load times and such, and will likely have everything decompressed at the go. I still intend to have everything in original compressed form on another machine that I will keep updating and such. LOL redundancy is another huge pet peeve of mine...

Regarding the modules, I can certainly alter them to include the 7zip stuff as optional. If you like, I'll work on that, and get them posted. They should work for just about everyone. I wish I had thought of doing that before, but ah well, I am having some fun with it all. Before this stuff, the only bit of scripting I had done was batch file scripts and bash shell scripts...and even then not too much of it.

djvj
01-13-2011, 11:03 AM
30 seconds to wait for a game to load? Oh hell no, not acceptable. That will turn away any user of your cab. Everybody would become impatient :-)

Like brolly said, you only need an if romExtension = 7z || rar || zip, then do this, else run normally. This will pretty much make your script complete and work for everyone.

brolly
01-13-2011, 11:32 AM
You should really change that, otherwise some new scripts for uncompressed games will need to be made and the repository will start to look like a mess with doubled scripts when those weren't really necessary. I know it's a bit of work to change them all now, but it's a pretty simple operation anyway and with copy paste you'll do it in no time :)

Like djvj said when you have that setup on a dedicated machine you'll want them uncompressed trust me, about 6 TB being enough oh well you never know, it depends on what you're going to add if you start adding games for dvd based systems like crazy 6 TB might not be enough lol

QuinRiva
01-19-2011, 01:36 AM
I've worked out a way of closing programs like Fusion safely, although it does somewhat defeat the purpose of the modularity of HyperLaunch 2.0.


CloseProcess:
Joy10::Send {Esc}
return

So this sets the right Joystick button (R3) to exit the programme.

I'll let someone with more scripting experience convert it to a variable.

BadBoyBill
01-19-2011, 04:51 AM
You should just be able to put Joy10 in the settings file, and put Send{Esc} where you have it.

protonic
01-21-2011, 12:46 PM
BBB, testing cpwizard with mame and I can't get it to work. This is the error (using HL 2.05):

http://img267.imageshack.us/img267/9489/captureoe.png

I noticed you have 2 double quotes around %cpWizardPath%

I normally put dbl quotes around my path to cpwizard, but since you are using them in the main script around the variable, I removed them.

You should be able to test this on your end, you don't need to configure cpwizard, just have it extracted somewhere and point the script to it.

I'm getting the same error. Did anyone come up with a solution?

BadBoyBill
01-29-2011, 11:08 PM
Updated to HyperLaunch 2.07

Download in first post and here:
DOWNLOAD (http://www.hyperspin-fe.com/downloads/HyperLaunch2.07.zip)

Fixed checkboxes not updating settings 1st time around.
Removed double quotes around cpwizard path per djvj
Fixed issue with 2 character extensions.

Added new module:
Atari Jaguar (Project Tempest .95 BBB 1.0).ahk

Worked on a good Jaguar module. This hides everything great. Should just launch clean into your games. This might be better than existing scripts from what I tried.

Circo
01-29-2011, 11:25 PM
Bill you may want to verify your link, i am getting a page not found error

BadBoyBill
01-29-2011, 11:30 PM
Fixed, thanks.

BadBoyBill
01-30-2011, 10:09 AM
Atari 5200 and Atari 7800 now available.

BadBoyBill
01-30-2011, 11:25 PM
Atomiswave Demul .56 BBB

This one is a little different than another script I seen.

Feel free to improve upon this one, since Im not an expert on this sytem, but it works really good for me.

Some things about this script:
Its standalone , you dont need any other controller files in your demul dir.
You dont need a settings file to describe each game.
You dont need a screen timer to determine when to hide a loading screen.
The game goes fullscreen exactly when the game starts so timers arent needed for each individual game.

I made my own loading screen for this one thats just a generic one , it doesnt say what game is loading since you already know what game your loading I hope.

http://www.hyperspin-themes.com/images/hyperspin/AtomiswaveLoading.png



;----------------------------------------------------------------------------
; Atomiswave
; Demul .56
; by BBB
; 1.0
;
; Notes:
;
;----------------------------------------------------------------------------

;Settings
loadingScreen=1
fullscreenWidth = 800
fullscreenHeight = 600


if(loadingScreen){
Gui +AlwaysOnTop -Caption +ToolWindow
Gui, Color, Black
logoXPos := A_ScreenWidth/2 - 900 /2
Gui, Add, Picture,x%logoXPos% y120, %A_ScriptDir%\Modules\Atomiswave\Logo.png
loadXPos := A_ScreenWidth/2 - 300 /2
loadYPos := A_ScreenHeight - 100
Gui, Add, Picture,x%loadXPos% y%loadYPos%, %A_ScriptDir%\Modules\Atomiswave\Loading.png
Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%
}

demofist := Object("name", "Demolition Fist", "controls", "standard")
dolphin := Object("name", "Dolphin Blue", "controls", "standard")
fotns := Object("name", "Fist of the North Star", "controls", "standard")
ggisuka := Object("name", "Guilty Gear Isuka", "controls", "ggxstyle")
kof11 := Object("name", "King of Fighters 11", "controls", "standard")
kofnw := Object("name", "King of Fighters NeoWave", "controls", "sfstyle")
kofnwj := Object("name", "King of Fighters NeoWave (JAP)", "controls", "sfstyle")
kov7sprt := Object("name", "Knights of Valor - The Seven Spirits", "controls", "standard")
rangrmsn := Object("name", "Ranger Mission", "controls", "lightgun")
rumblef := Object("name", "The Rumble Fish", "controls", "sfstyle")
salmankt := Object("name", "Salary Man Kintaro", "controls", "standard")
sprtshot := Object("name", "Sports Shooting USA", "controls", "lightgun")
vfurlong := Object("name", "Net Select Keiba Victory Furlong", "controls", "standard")
xtrmhunt := Object("name", "Extreme Hunting", "controls", "lightgun")
xtrmhnt2 := Object("name", "Extreme Hunting 2", "controls", "lightgun")

currentName := %RomName%.name
currentControls := %RomName%.controls

settingsFile = %emupath%Demul.ini
padFile = %emupath%padDemul.ini

;All Atomiswave games use standard controls code from what I seen
if(currentControls = "lightgun"){
IniWrite, 131072, %settingsFile%, PORTB, device
IniWrite, standard, %padFile%, CONTROL_TYPE, CONTROL_TYPE
}else{
IniWrite, 16777216, %settingsFile%, PORTB, device
IniWrite, currentControls, %padFile%, CONTROL_TYPE, CONTROL_TYPE
}

if(currentControls = "standard" || currentControls = "lightgun"){
WriteStandardControls()
}
else if(currentControls = "ggxstyle"){
WriteGGXControls()
}
else if(currentControls = "sfstyle"){
WriteSFStyleControls()
}
else if(currentControls = "lightgun"){
WriteStandardControls()
}

WriteStandardControls(){
IniWrite, 200, %padFile%, ATOMISWAVE0_0, UP
IniWrite, 208, %padFile%, ATOMISWAVE0_0, DOWN
IniWrite, 203, %padFile%, ATOMISWAVE0_0, LEFT
IniWrite, 205, %padFile%, ATOMISWAVE0_0, RIGHT
IniWrite, 46, %padFile%, ATOMISWAVE0_0, SHOT1
IniWrite, 18, %padFile%, ATOMISWAVE0_0, SHOT2
IniWrite, 44, %padFile%, ATOMISWAVE0_0, SHOT3
IniWrite, 45, %padFile%, ATOMISWAVE0_0, SHOT4
IniWrite, 21, %padFile%, ATOMISWAVE0_0, SHOT5
IniWrite, 38, %padFile%, ATOMISWAVE0_0, START
IniWrite, 39, %padFile%, ATOMISWAVE0_0, COIN

IniWrite, 72, %padFile%, ATOMISWAVE0_1, UP
IniWrite, 76, %padFile%, ATOMISWAVE0_1, DOWN
IniWrite, 75, %padFile%, ATOMISWAVE0_1, LEFT
IniWrite, 77, %padFile%, ATOMISWAVE0_1, RIGHT
IniWrite, 50, %padFile%, ATOMISWAVE0_1, SHOT1
IniWrite, 47, %padFile%, ATOMISWAVE0_1, SHOT2
IniWrite, 48, %padFile%, ATOMISWAVE0_1, SHOT3
IniWrite, 45, %padFile%, ATOMISWAVE0_0, SHOT4
IniWrite, 25, %padFile%, ATOMISWAVE0_1, SHOT5
IniWrite, 19, %padFile%, ATOMISWAVE0_1, START
IniWrite, 51, %padFile%, ATOMISWAVE0_1, COIN
}

WriteGGXControls(){
IniWrite, 18, %padFile%, ATOMISWAVE0_0, SHOT2
IniWrite, 44, %padFile%, ATOMISWAVE0_0, SHOT3
IniWrite, 20, %padFile%, ATOMISWAVE0_0, SHOT4
IniWrite, 21, %padFile%, ATOMISWAVE0_0, SHOT5

IniWrite, 47, %padFile%, ATOMISWAVE0_1, SHOT2
IniWrite, 48, %padFile%, ATOMISWAVE0_1, SHOT3
IniWrite, 24, %padFile%, ATOMISWAVE0_0, SHOT4
IniWrite, 25, %padFile%, ATOMISWAVE0_1, SHOT5
}

WriteSFStyleControls(){
IniWrite, 45, %padFile%, ATOMISWAVE0_0, SHOT2
IniWrite, 21, %padFile%, ATOMISWAVE0_0, SHOT3
IniWrite, 18, %padFile%, ATOMISWAVE0_0, SHOT4
IniWrite, 44, %padFile%, ATOMISWAVE0_0, SHOT5

IniWrite, 49, %padFile%, ATOMISWAVE0_1, SHOT2
IniWrite, 25, %padFile%, ATOMISWAVE0_1, SHOT3
IniWrite, 47, %padFile%, ATOMISWAVE0_0, SHOT4
IniWrite, 48, %padFile%, ATOMISWAVE0_1, SHOT5
}

IniWrite, %fullscreenWidth%, %emupath%gpuOglv3.ini, resolution, fWidth
IniWrite, %fullscreenHeight%, %emupath%gpuOglv3.ini, resolution, fHeight
Run, "%Emupath%%Executable%" -run=atomiswave -rom=%RomName%
SetTimer, CheckWin, 2

sizeOrg=
CheckWin:
IfWinNotExist, ahk_class window
{
return
}else{
WinGetPos,,,W,,ahk_class window
if(W != sizeOrg && sizeOrg != ""){
Goto StartGame
}else{
sizeOrg = %W%
}
}
return

StartGame:
SetTimer, CheckWin, Off
WinActivate ahk_class window
Send !{ENTER}
Gui Destroy
Process, WaitClose, %executable%
return

CloseProcess:
Process, Close, %executable%
ExitApp
return

ntk
01-31-2011, 04:05 PM
Atomiswave Demul .56 BBB



It works but the loading screen not disappeared after game start

BadBoyBill
01-31-2011, 04:13 PM
Contact me on chat so we can see why. I've already tested with a few people and says it works great. Must be something with your particular setup that I can account for.

protonic
02-01-2011, 08:33 AM
Removed double quotes around cpwizard path per djvj


Sorry but I still had issues with cpWizard.
I had to make the following changes in HyperLaunch.ahk for it to work:
From

;Run CPWizard
if(cpWizardEnabled = "true"){
retStr .= "`nRun, "%cpWizardPath%" -emu "%systemName%" -game "%romName%" %cpWizardParams%
retStr .= "`nsleep, %cpWizardDelay"
To

;Run CPWizard
if(cpWizardEnabled = "true"){
retStr .= "`nRun, %cpWizardPath% -emu %systemName% -game %romName% %cpWizardParams%"
retStr .= "`nsleep, %cpWizardDelay%"

Hunk_4TH
02-02-2011, 03:54 PM
Sorry but I still had issues with cpWizard.
I had to make the following changes in HyperLaunch.ahk for it to work:
From

;Run CPWizard
if(cpWizardEnabled = "true"){
retStr .= "`nRun, "%cpWizardPath%" -emu "%systemName%" -game "%romName%" %cpWizardParams%
retStr .= "`nsleep, %cpWizardDelay"
To

;Run CPWizard
if(cpWizardEnabled = "true"){
retStr .= "`nRun, %cpWizardPath% -emu %systemName% -game %romName% %cpWizardParams%"
retStr .= "`nsleep, %cpWizardDelay%"

This is awesome!! Before this I was using djvj's settings etc.. I'm wondering in order to use yours what exactly do I delete from my demul folder? I tried just deleting djvj's settings but hi sloading screen still came up but with an error instead of your loading screen. Thanks!

*Edit* also having same prob as ntk

BadBoyBill
02-02-2011, 04:54 PM
I think me and ntk were able to fix the issue, simply set your windowed resolution in demul to a number like 1024 x 768, this is the trigger for HL to go fullscreen with your game instead of using a timer.

Hunk_4TH
02-02-2011, 04:56 PM
I think me and ntk were able to fix the issue, simply set your windowed resolution in demul to a number like 1024 x 768, this is the trigger for HL to go fullscreen with your game instead of using a timer.

Tried that still no luck :(

Hunk_4TH
02-02-2011, 06:54 PM
Apparently Demul is not going fullscreen. Though using the other module it loaded fullscreen. Weird haha.

Kodiak
02-02-2011, 07:53 PM
Well this is some code from my AutoIt loader.


; FullScreen Emu
WinWait ( '[CLASS:window]' , '' )
WinSetOnTop( '[CLASS:window]' , '' , 0 )
WinSetOnTop( $Dialog , '' , 1 )
WinWait ( 'spg:' , '' )
WinActivate( 'spg:' , '' )
Send ( '{ALTDOWN}{ENTER}{ALTUP}' )
Sleep ( 5000 )
WinSetOnTop( $Dialog , '' , 0 )
WinSetOnTop( 'spg:' , '' , 1 )

$Dialog is a borderless black window that I created and I basically change whether or not it's on top as seen in the script...anyways you can read the code snip-it.

The only thing I question is whether or not you guys can catch windows by their class value.

The sleep value may need to be adjusted per system...but to date I haven't had anyone complain about my setting.

Anyways best of luck with Demul.

Hunk_4TH
02-02-2011, 08:36 PM
Thanks Kodiak! Though I never really used AutoIt. It kind of pisses me off that the Demul devs just didn't add a go to fullscreen upon launching a game option. Similar to PJ64.

BadBoyBill
02-02-2011, 08:44 PM
Well this is some code from my AutoIt loader.


; FullScreen Emu
WinWait ( '[CLASS:window]' , '' )
WinSetOnTop( '[CLASS:window]' , '' , 0 )
WinSetOnTop( $Dialog , '' , 1 )
WinWait ( 'spg:' , '' )
WinActivate( 'spg:' , '' )
Send ( '{ALTDOWN}{ENTER}{ALTUP}' )
Sleep ( 5000 )
WinSetOnTop( $Dialog , '' , 0 )
WinSetOnTop( 'spg:' , '' , 1 )$Dialog is a borderless black window that I created and I basically change whether or not it's on top as seen in the script...anyways you can read the code snip-it.

The only thing I question is whether or not you guys can catch windows by their class value.

The sleep value may need to be adjusted per system...but to date I haven't had anyone complain about my setting.

Anyways best of luck with Demul.

Thats pretty much close to the same what i wrote except you dont need any sleep timers based on games to make them fullscreen. You can probably adjust your script. do yo notice that when the game actually loads the window grows a little. Use that as your cue to go fullscreen instead of a timer.

Kodiak
02-02-2011, 09:34 PM
Honestly I didn't notice, but that is certainly an excellent idea.

MrX_Cuci
02-03-2011, 04:27 PM
Stumbled upon this great Playstation emulator. Sofar it played everything I have trown at it without glitches. No fancy filters though, but who cares.



;----------------------------------------------------------------------------
; Sony Playstation
; Xebra (Any version) Latest version 3-2-2011
; by MrX_Cuci
; 1.0
;
; Make sure you have a Playstation bios file in the Arbex emulator directory
; Name it "OSROM" (no quotes or extension)
; On first time use, 2 memory card files will be created (BU00 and BU01)
; Will load CUE and CCD files automatically, no Daemon Tools needed.
; Rom extensions should be: BIN or IMG
; Bios will load first, then game (takes about 5 seconds)
;
; Press F12 to enable / disable gui, change video and controller settings
; F1 Save state
; F7 Load state
; If a game does not work for you try other RUN settings from gui (per game module?)
;----------------------------------------------------------------------------

;Params
params = -IMAGE "%romPath%%romName%%romExtension%" -RUN2 -FULL

Run, %Executable% %params%, %EmuPath%, Hide

Process, WaitClose, %Executable%

ExitApp

CloseProcess:
WinClose, %executable%
return

MiTKiNG
02-03-2011, 08:39 PM
Hi, im trying HL2.0 and i must say that it rocks!

I also need help with two things:

1. When i launch a MAME game, there is a little delay till game starts. I dont know if this is about my machine which is slow or what. But the thing is that if on this delay i move the wheel, the vid of the next game plays and the sound of the game launched and vid are overlapped. Is there a way of preventing this? Can we prevent wheel movement when we launch a MAME game?

2. Are there any Future Pinball and Visual pinball modules around there?

Thanks and good work, this is a must!

MiTKiNG
02-04-2011, 10:41 PM
Anyone?

gargoyle67
02-05-2011, 12:29 AM
Will this version work with the saving of high scores in MAME ? HL1 wouldn't.

Dazz
02-05-2011, 07:52 AM
Will this version work with the saving of high scores in MAME ? HL1 wouldn't.Yes

gargoyle67
02-05-2011, 03:11 PM
Nice, Thanks Dazz & Co:):congrats:

Contraba55
02-05-2011, 08:39 PM
;----------------------------------------------------------------------------
; Movies
; VLC Media Player 1.1.7
; by Contraba55
; 1.0
;
; Get VLC from Videolan.org
; Configure VLC to Fullscreen in Tools->Preferences->Video
;-----------------------------------------------------------------------------

Run, %executable% "%romPath%%romName%%romExtension%",%emuPath%

Process, WaitClose, %Executable%

ExitApp

CloseProcess:
Process, Close, %Executable%
return

I use VLC for movies; I've tried this module with .avi format, and it works nicely. I switched over to Hyperlaunch 2.0 tonight, and everything works great... if they have modules. To anyone on the fence, Hyperlaunch 2.0 is worth it!

gargoyle67
02-08-2011, 06:26 AM
Ok I've updated to Hyperlaunch 2.0 today and it all runs fine, Except mame won't save highscores with HL2 enabled, Looking at the MODULE info on the 1st page I'm guessing I have to manually add some exit script like the one posted above ? i.e


"Run, %executable% "%romPath%%romName%%romExtension%",%emuPath%
Process, WaitClose, %Executable%
ExitApp
CloseProcess:
Process, Close, %Executable%
return"

My mame exit is escape btw, Thanks.

BadBoyBill
02-08-2011, 07:20 AM
For mame you leave the closeprocess area empty so it can save hi scores, your basically letting mame close on its own.

gargoyle67
02-08-2011, 09:42 AM
That's what I thought, then I realized I had moved the new files into my old hyperspin dir:ahhhhh: I moved them into the new one and it's working fine:cheers: Note to self**Don't have more than one Hyperspin folder with a shortcut to the new version on the desktop even if it is the most awesome front end out there:withstupid: Thanks BBB I'll try and not be such a spaz in the future but no guarantees:ciao:

Circo
02-09-2011, 07:41 PM
Curious if anyone has made a module for AAE yet. Cant seem to find it.

B2K24
02-11-2011, 08:39 AM
I renamed BBB Nintendo Entertainment System to Famicom Disk System and it works since of course Nestopia has support for FDS :)

brian_hoffman
02-11-2011, 09:06 PM
Curious if anyone has made a module for AAE yet. Cant seem to find it.

Here you go my friend.

Sorry ive been hoarding a few.