Jump to content

All my products and services are free. All my costs are met by donations I receive from my users. If you enjoy using any of my products, please donate to support me. My bare hosting costs are currently not met so please consider becoming a contibuting member by either clicking this text or the Patreon link on the right.

Patreon

Leaderboard

Popular Content

Showing content with the highest reputation on 09/02/17 in all areas

  1. .PSD Templates + Video Tutorial "How to make a MegaDocklet" / "Cómo hacer un MegaDocklet" View File Some users have asked me about how to make the MegaDocklets for tables added on your own, tables that I have not in use and therefore I have not made the MegaDocklet. Although the .PSD templates for Photoshop are quite simple to understand and the layers are already prepared, users who are not accustomed to Photoshop may cost a little and that is why I have prepared this video. --------------- Algunos usuarios me han preguntado sobre como hacer los MegaDocklets para mesas añadidas por vuestra cuenta, mesas que yo no tengo en uso y por lo tanto no he hecho el MegaDocklet. Aunque las plantillas .PSD para Photoshop son bastante sencillas de entender y ya están las capas preparadas, puede que a usuarios que no estén habituados a Photoshop les cueste un poco y por eso he preparado este vídeo. Submitter PcTeknic Submitted 09/02/17 Category Wheel Images  
    2 points
  2. For script doctors: I don't use PinballX's integrated support for FX2 because of automated key strokes, fixed delays, and general lack of control. Fact is, I only use the built-in Future Pinball system slot. Everything else I launch with AutoHotkey scripts under custom system types. Presuming that clicking on the Steam warning dialog is all that is needed to get the table launched. I would use AutoHotkey's AU3_Spy app to identify the dialog window that the Steam client displays. Then I would code a couple of lines that would close it or click it when it appears after launching FX2. I would fix this for myself and share it except that my cab is down, and I don't have a good way to test. So, have a little perspective. There are worse things to have happen to your pinball playing experience than Steam throwing up an obstacle. My script is configured specifically for my machine. Ex: I use antimicro to map an exit key as my input controller is a gamepad emulator. I also use dmdext to mirror the DMD. But the script may be easily tailored for other configurations. Stripping to essentials this script would be about a dozen lines of code. Settings are under key System_1 in Pinballx.ini. Good luck. LaunchFX2.ahk PinballX.ini
    1 point
  3. after banging my head for a few hours, I found a workaround: instead of calling C:\Program Files (x86)\Steam\Steam.exe --applaunch 226980 [TABLEFILE] " I call "c:\Program Files (x86)\Steam\steamapps\common\Pinball FX2\Pinball FX2.exe [TABLEFILE]" and tables launch fine. hope this helps,
    1 point
  4. Thanks for submitting this! I am sure that others will get a lot out of the tutorial and I look forward to seeing their submissions!
    1 point
  5. Well you got my attention anyway buddy. I will try and have a look soon.
    1 point
  6. I literally pitch co-op games as party events. I'll be like "Come over on Thursday, we're going to drink/smoke and play 8-player bomberman" and most people are like "wtf" and some people are like "hell yeah" then i just run with it. i get shitty beer, and i try hard to have everything set before anyone comes bc people are SO skepitcal of: -playing a game from pre-2000 -playing a game that wasnt meant to run on computers so i've got all my controllers labelled with tape with the player number on it (1-9) and i've got my config INI backed up in case i did something stupid recently. party on garth
    1 point
  7. if you had powered usb hubs i bet you could get a stupid amount of controllers plugged in. my 9 controllers were: 2 saitek cyborgs (these are the best gamepad ever btw) 1 gameelements recoil 1 tremon gamepad 1 gravis gamepad pro 1 microsoft sidewinder 1 psx-n64 to usb converter 2 usb keyboards i also had a mouse plugged in and working. as a test, i had all of these devices plugged in through 3 daisy chained usb hubs. so 1 plug and windows had no problem finding all devices. quickly, too. again, i think powered usb hubs are the key here.
    1 point
  8. I was very determined to fight through the ssf hassle to do ten man bomberman. i did it, and here are my hassles. (Well, i lied. I've only got 9 going now, but still.....) Here are some tricky non-obvious things to make sure of off the bat: ONLY PAL BOMBERMAN WORKS. this is the most important part. (japanese version might work too...?) US version has netlink enabled, and no netlink-enabled games can boot in SSF. make sure your region is set to europe appropriately. make sure your PORTs have the "Multi Terminal 6" plugged in. make sure all your controllers are "Control Pad"s; "Multi Controller"s dont work for me. I've got 7 usb controllers (craigslist is your friend for all of this) and 2 usb keyboards controlling 9 saturn controllers, and it works prefect- once you manage to get through a slightly wonky set up. some controllers misbehave slightly. (i use three 4-port usb hubs, only 1 is externally powered. one unpowered hub is direct into computer. the powered hub is connected via a 25ft usb extension, and the last unpowered hub is plugged into one of those powered ports on the end of the extender. All hubs are in USB 2.0 ports. Also, some controllers (some any usb devices, really) can misbehave in a USB 3.0 port, so watch that) one controller is a sidewinder (joystick+ bomberman = respect), and if plugged directly into my computer, it sends the input config into an uncontrollable stream of nonsense data. the only (confusing) fix i can find for this is to plug the joystick into the unpowered usb hub on the end of the extender, at which point it behaves normally. I have no explanation for this- my only guess is something about voltages. that usb 3.0 hub is tricky. some controllers plugged in there will make the input config hang with a blank input window and no prompting text. some dont. play around if you have this problem with different setups. i do have a single usb controller that always makes the input config hang no matter where it is plugged in. it's a n64/psx-to-usb converter. i cant boot ssf with this plugged in and change anything about my config. what i CAN do, however, is use a piece of software like XPADDER to map this controller's input to keyboard keys. So, i set up XPADDER with my keyboard keys, boot SSF with only this one controller UNPLUGGED. I then plug in my controller after loading SSF, go into input config, and then set the keys for that controller. SSF only thinks its getting keyboard input (b/c it is) and it doesnt even see the controller itself, and it works. Another tricky thing to note here is that SSF only is allowed to use letter-keys and arrow-keys. this is annoying and is an easy fix if the source code is out there (anyone?) another good (and strange) note is how SSF handles usb controllers in different ports. if you configure gamepad #1 in port #1 as player 1 and gamepad #2 in port #2 as player 2, and you booted SSF with both plugged in, you can literally unplug them and swap ports and SSF still see them as the originally assigned controller (gamepad #1 now plugged into port #2 is still player 1). The significance of this is that you don't have to remember which port you had your gamepads plugged into when you configured them all. SSF will magically know and get it right. The further significance of this runs a little deeper. Say, I also have an interest in playing a 4v4 hockey, other crazy multiplayer sports game, etc..... but SSF saves a unique setup file for each game it loads. So, if i have all 10 controllers setup for bomberman, and then load NHL, i have to go through the hassle of assigning buttons for 8 controllers? NO, NO I DONT. go into: \ssf\Setting\Saturn\*yourGamefileHere*.ini (for example, MK-81070_SATURN BOMBERMAN.ini). Copy everything from PortFlag0= to the end of the file. you can then replace this same text in the ini file of whatever game you want to play and not worry about the setup process. if anyone knows a way to make this set by default, please share. So, knowing these last two paragraphs, I have a piece of tape on the front of every controller with a number on it- the number of the controller as it's configured in SSF. Even if I have this massive 9-controller setup, I can boot SSF with only game controllers #1, #5, #8 (for example) plugged into any port at all, and I can play bomberman (or any multiplayer game) with the great knowledge that these controller are, in fact #1 #5 and #8. I think that's it. get ready for the best party game of all time. seriously.
    1 point
  9. OK, here's what I did to get this up and running on my Windows 7 cabinet: Download ArcadePC Loader You can get it from here: EmuCR Extract game files into appropriate folders in the ArcadePC GAMES folder This step is easy to do. Just make sure you put all the game files in the root of the game folder. Launch ArcadePC Launcher If you did the previous step correctly, you should see a green check mark next to your installed games. Setup your games and test run each one You can specify a few different things here, like resolution, free play mode, enable continues, set up your joystick/keyboard, etc. Some games don't allow you to change the rez, and one game won't load at all on my rig because I have dual monitors and it gives me an I/O error... (BlazBlue) A few things to try if the game doesn't launch: Change compatibility mode for game.exe or launcher.exe to Windows NT (This solved a couple issues for me). Also make sure if you have AV software installed, you set the ArcadePC folder to allow things to run from it. I use Avast! and it didn't like iRotate for games that used it. I assure you it's not gonna fubar your config, your AV probably doesn't care much for the way it hooks your display drivers. Windows Firewall also bitched at me about allowing SFIV to pass through the firewall, since I guess it collects your network data. The jury's out on why, but I have to assume the original machine could link up to other machines. Close ArcadePC Launcher and create some shortcuts In each game's folder, you will find an EXE that launches the game (for example, SFIV_Launcher.exe). Right-click this file and select "Create Shortcut". Name it how you like it, just make sure your artwork matches it if you want it to display properly. Take that shortcut and put it in a "shortcuts" folder you can point GameEx to for your game list. Set GameEx to use the LNK method for launching Windows games If you set your ROM filter to *.LNK and turn on "Show Desktop", and also set your working folder to the shortcuts folder you'll be golden. Your Cmd Line will be: ""[ROMPath]/[ROMFile]"" Create an Advanced Config to watch the process You need to tell GameEx to watch the process since it actually loads the loader. I haven't fully tested yet, but I think I may need to create seperate emulator setups since some games use "launcher.exe" and some use "game.exe", I'll report back after further testing. If this is the case, we'll have to create an emulator group. Ideally I can add both processes in the "watch" list and if one isn't runnung GameEx will ignore it and watch the other one instead. The other rat in the woodpile is iRotate. Again, I have to do some more testing on this and get back to it. Expect an update in an hour or so. Play the game in GameEx!!! If you followed all my steps, you should be happily gaming. If you have anything to add I'd love to hear it. I'll attach my Emu Config and Advanced Config(s) when I'm done going through every game. Hope this helps some of you out. Although most games are in JAP, they look really nice on my cab.
    1 point
×
×
  • Create New...