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Everything posted by headkaze
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The program only works with a particular set. Hence all the cryptic nonsense in this thread. It's against the rules to link to where you can get this from, so unless you figure it out your out of luck I'm afraid.
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Not sure what caused your problem there, the order you do things shouldn't matter at all. I have my artwork setup as follows - Snap/Video -> Screenshot 1 - Title Snap -> Titlescreen - Box Art -> Box Art Front - Cartridge Art -> Box Art Back
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Originally in GameEx theme layouts were hard coded. When the Theme Editor was written Tom wanted to keep that original code so he called them V1 themes and the themes created using the Theme Editor were called V2. So the difference is that V2 themes allow you to position elements on the screen. There is an archive on the utilities page that details how to convert themes from V1 to V2.
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Great work, thanks Tom! Happy Easter
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BetaBrite and LEDWiz are top on my list of cool devices for a cab. I've heard a few people have found BetaBrite's on EBay so it might be a good place to source them.
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Yes downloading the binary is not necessary but I put that step in for two reasons. 1) It illustrates the difference between the binary and source code downloads. Some people download the binary and try to compile it. This prevents the misunderstanding there and 2) It creates the file structure and sub folders, so if they have never setup Mame before it might help people better understand. I edited the steps so they are up to date with the latest version.
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More detailed instructions: 1. Install Mame Compiler 2. Download the Mame source from mamedev.org (ie. mame0123s.zip) 3. Download the Mame binary from mamedev.org (ie. mame0123b.exe) 4. Download the hiscore diff patch for the version of Mame here. 5. Rename hi_123.txt to hi_123.diff and copy the file into C:\MinGW\patches 6. Extract the mame0123s.zip to C:\MinGW\source\Mame0123 7. Run the mame0123b.exe and extract it to where you want to run Mame (Eg. C:\Emulators\Mame) 8. Run Mame Compiler (Start->Program Files->Mame Compiler->MameCompiler) 9. Click the [...] button to browse for the "Diff Patch File" and point it to hi_123.diff 10. Click the "Apply Patch" button 11. Press the "GO!" button to compile Mame 12. One it's finished take the mame.exe file from the "C:\MinGW\source\Mame0123" folder and copy it to where you want to run Mame (Eg. C:\Emulators\Mame) and overwrite the one you extracted from mame0123b.exe NOTE: You only need to download the binary if you don't have Mame already setup.
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The parrot in that video cracks me up everytime! lol FYI the PluginLCD supports the following hardware: LEDWiz (LED controller) PACDrive (LED controller) BetaBrite (LED scrolling sign) BPP-440 (LCD screen) CrystalFontz (LCD screen) PJRC (LCD screen) ProLite (LED scrolling sign) I do intend on adding support for custom hardware which will enable you to define the appropriate binary sequences required to send data to any device. I've also been meaning to add Parallel port support. BTW GameEx supports more LCD devices via LCD Smartie.
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The Mame Output System actually emulates the real game. So for example, DigDug will flash the P1 and P2 Start buttons when you insert a coin. This is emulation of the actual game. To add in other triggered events would be very dificult and like bkenobi says require hacking the ROM. As an emulator all it does is emulate the hardware, Mame doesn't know what is going on inside the game. I'm not even sure if Mame is aware you have inserted a coin in the game apart from the fact you pressed the insert coin button. Personally I think it would be great if they added more events to Mame's Output System, but I doubt they will go beyond emulating the events of the actual game.
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There definately should be one for 1st Division Manager Your source folder should contain: 0\1st_Division_Manager.png (Titlescreen) 0\1st_Division_Manager_1.png (Screenshot 1) 0\1st_Division_Manager_2.png (Screenshot 2) I count the following extracted artwork Titlescreens: 2533 GameBase, 1735 SPS, 1668 WHDLoad Screenshot 1: 2533 GameBase, 1324 SPS, 1395 WHDLoad Screenshot 2: 2532 GameBase, 1315 SPS, 1390 WHDLoad Also check your WinUAELoader\Data\WinUAELoader.log file for any errors after you attempt to convert a set of graphics. Is there any error in there?
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CPWizard can display on a secondary monitor. I just haven't done a hell of alot of testing with it. Ideally since you have a second monitor you would want CPWizard to display info all the time. Right now it doesn't do that. BTW GameEx has a feature called the "Game Extender" which displays artwork for the selected game on a secondary monitor. So there are definately things that can be done with this idea. If you do end up using CPWizard on the secondary I will probably need to do some updating for it to run in some sort of perminant mode where it can scroll through artwork and things. I guess it would need to allow input as well somehow so you can scroll through history and such if need be.
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Yeah I agree with Brian here, audio feedback would be best. Check out LuminAudio program.
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FYI Lot's of handy arcade related software can be found on the BYAOC Wiki Utilities page
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Don't place the mouse in a port because WinUAE Loader automatically plugs it in if the game uses one. So really you should use the default's, which is X-Arcade in port 0 and 1 and map those to the keys you use. If the game uses a mouse it will put the mouse in port0 for you. If WinUAE Loader doesn't use the mouse when it should, open the Data\WHDLoad.xml file and search for the game. Change UseMouse="False" to UseMouse="True". As for extra keys, AFAIK were shit out of luck if the game requires them. WinUAE's key mapping system is very confusing. Aparently you can map keys to any Amiga key but I could never figure it out. I use my own key mapping system because it was easier to code that than figure out how to change the uae file to remap keys. You could always ask the author of WinUAE on their official forums. As for converting screenshots I just tried it here and it works fine for me. Not sure what is going wrong. Is there an error in the log file? (WinUAELoader\Data\WinUAELoader.log). Are you using the latest version 1.41?
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http://www.ultimarc.com/ http://groovygamegear.com/
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It's been done, you can read more about it here. Most video cards have two outputs, one VGA and the other digital out. So you can easily have dual monitor setup with most video cards. The only problem is hiding half the monitor. But as for writing a plugin to display the marquee for each game, VERY easy to do I could write a plugin to do it in a few minutes.
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LOL! You must have missed this part I don't think he intends on riding his bike with these attached Griffen: It would be quite easy to write a plugin to change what is displayed. I can help you with that when the time comes. Personally I think a huge wheel on my cab would be a bit unsightly. I would go for something more "inconspicuous" like funky plasma plate side art or something. Here are some examples I found on BYOAC http://forum.arcadecontrols.com/index.php?topic=42742.0 http://forum.arcadecontrols.com/index.php?topic=47707.0 http://forum.arcadecontrols.com/index.php?topic=76327.0
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Just to be sure you have to use the following files Titlescreen/Screenshot 1/Screenshot 2: http://gbamiga.elowar.com/files/@Main/Game...ete%20v1.5).zip Box Art Front/Box Art Back: http://gbamiga.elowar.com/files/Extras/Gam...ete%20v1.5).zip Also note that when you extract them, leave them inside their alphabetical folders.
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- U360's are great joysticks. USB doesn't make it any easier but because it's analog it needs USB. - I don't think you can switch (pardon the pun) from microswitches to leaf because the way they connect to the button is different AFAIK - U360's support 8 buttons per joystick, so you don't need an IPAC if you only need that many.
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Actually the PluginLCD supports speech and WAV playback too, so he's only using the one plugin
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Maybe try positioning the menu 0,0 with a width and height of 0,0?
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Well actually it's not really a Theme Editor question at all. You can position objects with per pixel accuracy in the Theme Editor but GameEx itself doesn't display things exactly how they are created in the Theme Editor. So it's pretty much impossible to get the elements exactly how you want them. This is especially evident when changing resolution to a different aspect ratio. Element positions in the layout can change dramatically. I'm not sure why it's designed that way, but there is nothing that be done in the Theme Editor to compensate for it. Recently I needed to change the resolution of my arcade cab when I changed to an LCD screen. I went from 1280x1024 to 1280x960. Since my Theme has a background image that surrounds the game list changing the resolution meant this did not match up correctly with the list anymore. So I had to recreate all the background images and videos. The solution to this of course is to resize elements using the position ratio relative to the resolution they were designed in. That would mean resizing the window to any size would not change their relative position so it would always look right in any resolution. It would solve issues when using themes that are designed in 4:3 on a widescreen display too. I'm not sure why Tom didn't design it that way, but I have a feeling it was because he hard coded too many things before V2 themes came out. Perhaps he will solve this problem in V3 themes, I certainly hope so anyway as it would solve a fundamental flaw in the way themes are currently rendered. It would also solve the need to make themes for different resolutions as the one theme would render the same in all resolutions.
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I don't think thats what were after though. What we want to support is KG's WHDLoad demo set, add them into the GameBase Amiga database then convert them over to WinUAE Loader. It can't be that difficult.
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I don't know how Tom plays back video but I doubt he would need to worry about any type of buffering. That should all be handled by DirectShow. Now if his Graph is built using "Intelligent Connect" there should be no problem playing back videos with any codec. I've done a fair bit of work with DirectShow in .NET and I've never had a problem using newer codecs. I think he uses a library that he out-sourced but he really should be using DirectShowNet. It would solve all the video playback issues IMHO. I have told Tom about this before but DirectShow is quite a steep learning curve. I'm happy to help him write a new and improved video system, but it all depends on priorities and time.
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I don't know who started recommending the CCCP codec pack to everyone but we have always recommended the old ffdshow one from the GameEx website download area. The CCCP pack might work for some people in GameEx but I've tried both KLite and CCCP and had problems with them. Only pack that seemed to work is pure ffdshow from here. For 64 bit machines with 64-bit OS try the "Vista Codec Pack".