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headkaze

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Everything posted by headkaze

  1. Can you post your whole theme please? I need to to reproduce the bug. Leave any files that cause a crash.
  2. He should be able to select the option and then just quit.
  3. Can you post your theme and GameEx.ini please.
  4. You would probably have to change it to a generic LED scrolly sign. The LCD/LED Plugin supports Pro-Lite PL-M2014R and some BetaBrite signs. It support BetaBrite via USB so that is probably the best option.
  5. The font is Bauhaus_Medium_BT.ttf (it's included in the download). There are a couple of MAME icons sets to choose from. There is the set for MAMEUI from here or Mamu's pack here. Once you have the icons you need to launch the Setup Wizard and select Custom->MAME Settings and set the icon path.
  6. You can download it from here
  7. There are several reasons to use WinUAE Loader but even if you don't use the loader to launch a game it has a built in UAE config creator. What it does is use keywords in the ROM name to use different configs and it also detects multi-disk games and will attempt to mount the disks into DF0:, DF1: etc. so you don't have to swap disks. You may still require some games to be configured manually though. It's designed to work with the TOSEC collection which is the most complete Amiga collection.
  8. Oops missed this one. Happy birthday bro!
  9. Happy Holidays everyone!
  10. Visual PinMAME one is empty for me but not the other two. Here are the other two attached. EDIT: Looks like Visual PinMAME is empty in DBM also so we must have never made that one. PinballDatabases.zip
  11. it's not empty here. What is the file size? Mine is 408 KB.
  12. The main problem there apart from not owning a Droid device is my engine is coded in C++ and Droid uses Java. That would mean re-writes rather than porting and I don't like the idea of re-writing code. Apparently there is some C++ layer called the Android NDK but it all appears a little convoluted and tacked on. Anyway we have moved on from Jungool for the most part and have been writing a new iOS Solitaire game for the past year (That's me and Flash BTW). Unfortunately again a Droid version is not planned but I do plan on making an OS X version and possibly Windows version (if the Microsoft App Store is any good). It was actually originally being written on the Nintendo DS (which Jungool started out as well) but after I ported it to iOS it just became a much bigger and greater game (again like Jungool did) and we kinda forgot about the DS version. I do have the OS X version working although there is still alot of work to do on the menu systems. We don't know if we will ever release the Nintendo DS version but it was definately a cool game for the device. We just can't think of a way to monetize it to make our time worthwhile and Nintendo doesn't support Indy developers like Apple do and the barrier for entry is much greater.
  13. We have released Jungool 1.2 just in time for Christmas with a massive price drop from $3.99 to just 99c! So get it while it’s hot! What’s New In Version 1.2 Wagga has returned with vengeance and additional levels to test your mettle. * Two new and varied bonus levels * Tweaks and improvements to the controls * Helpful hints from the Shaman for the first level * Tips for most levels (accessed from the pause screen) * Instructions and game information (accessed from the title screen) * New health bar * A selection of levels made easier (a little) * Improvements to control in Pinball levels * iCade support * Fixes to save system * A new introductory price
  14. I received this e-mail from Gozer today. It's sad to see such a great arcade model maker retire. I've replied back to him on behalf of the community and thanked him for his hard work.
  15. Indeed! All those prizes make the mind boggle.
  16. I have no idea TBH. I think that's the version from CPWizard which is a project I started around 4 years ago. So yeah no idea and classes are often organic things that are built upon over the lifetime of the project anyway. You'll find youself getting faster the more you get familiar with the language and namespaces.
  17. Happy to help Adultery With my MameXml class it's pretty easy to use. I load everything into an internal class for speed so the idea is to get everything loaded into RAM first. - Instanciate an object of the MameXml class. Eg. MameXml mameXml = new MameXml(); - Call CreateListInfoXml passing in Mame's exe path. It will then generate the actual xml file to parse. - Call ReadListInfoXml() to read the xml - Now just access all the data either by using the dictionary (GameHash) or list (GameArray) The data is stored in a class called "GameNode". The easiest way is to access the data using the dictionary. GameNode gameNode = mameXml.GameHash[ROMName]; You might also want to look up Dictionary's TryGetValue method because the above will cause and exception if the ROM name doesn't exist. There are some static helper classes (static means you don't need an object to access the method Eg. MameXml.GetMameVersion(...)) - GetMameVersion() pretty obvious it gets the mame version - GetMameROMInfoXml() will generate output for a single game - There are others in there that do various things mostly obvious by their name
  18. Yes it uses XmlTextReader. I find it fast although I haven't got any hard figures for you. You could probably get some rough time vs file size from CPWizard's log file. What I usually do though when I parse MAME's xml is write out a custom cut down version for parsing later on. When CPWizard detects a new version of MAME it creates it again. That saves a bit of time. Sorry but I have no idea what Java's parsing is like as I haven't used that langauge since Uni. Incidently Adultery should only parse MAME's xml when it's launched from the Plugin Manager. Then just write back the data to the ini file. There is no point in parsing it during GameEx's initialization because much of that data is passed through the plugin system anyway.
  19. headkaze

    Vote for GameEx

    They also force their users to register on the forums to download anything.
  20. Regular expressions are not actually a good idea for parsing large files. They are notoriously inefficient. I send Adultery code to parse the xml using .NET's built in xml parser and that's the best way to do it.
  21. I remember saying to Tom he needed to upgrade the GX website to use a portal system. Originally the idea was to integrate the forums but they're hosted by a separate company so it wasn't really an option. It probably ended up saving a tonne of work as far as managing the website. Oh and the "Download Service Utility" was a great idea wasn't it?
  22. It looks very nice. Have you tried remaking the selector bar in the same style?
  23. Guys are notoriously bad at picking up signals from women (good or bad). They don't come with a handbook and they can be a head **** at times. Anyway I think you did the best thing by asking her friend because you can get a female perspective into your compatibility. Of course the only bad side is she will hear about it but that can also be a good thing too. As long as you own the situation like you don't care she knows. Who knows she might grow out of the black thing and want a more mature man. Personally I find younger women a turn off because of their immaturity. You probably wouldn't realise how incompatible you are until you dated for a while. But young women can be really annoying so you're probably doing yourself a favour!
  24. That's a really sweet feature Adultery. Have you thought about having options based on info from the xml that MAME can generate? The source I sent you the other day includes a parser for this file so it should just be a matter of obtaining the path to the MAME exe from GX. From the xml you can get info like the number of players, buttons, and even if it's a cocktail cabinet. Anyway having the ability to set switches based on these things rather than having to go through one game at a time would be a great feature.
  25. I converted most of the Sketchup models I found and include the utilities I used in this thread. GameEx currently takes a while to load large models because it reads all the verticies and then calculates the centre and bounding box so it can position and scale them correctly. There are two possible ways to make this faster and that is to do these calculations and then save back the model at a 1.0f scale with origin in the model's centre. Then it could skip this step next time it loads. Another method would be to use matrix transforms to scale and position the model rather than adjust the verticies directly but I believe you still need to read the verticies to calculate the origin.
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