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Everything posted by headkaze
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I'm not sure on-the-fly control swapping would be possible unless there is a shortcut to do it already in WinUAE. Version 1.2 now allows you to specify what controls are for port0 and port1. If you place the Mouse in port0 then it will always be the mouse there. On the other hand if you have XArcadeRight in port0 and XArcadeLeft in port1 then it will still place Mouse in port0 for games that are not simultaneous multiplayer.
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Yes I will make any key available to map to the "one button disk swapper" feature, but there is more to it than that. In WinUAE Amiga the following keys are used for the Disk Swapper END + 1 - 0 = Insert image from Swapper Slot 1 to 10 END + SHIFT + 1 - 0 = Insert image from Swapper Slot 11 to 20 END + CTRL + 1 - 4 = Select Drive 1 to 4 END + F1 - F4 = Insert disk in DF0 to DF3 END + SHIFT + F1 - F4 = Eject disk from DF0 to DF3 So now I have to manage all those keys so one key will work. Pretty confusing especially when I don't even know a good multi disk game I can test with. So it would help if we can get a list of multiple disk games as well. I will need a game that has multiple disks but can only use one disk drive. And I also need a game that has mutiple disks but supports more than one drive. Okay it seems you guys have made posts while I was writing this... DamageCase: Why have the Force Mouse settings anyway? that is only for people who don't want to play simultaneous games. I don't actually see a reason to use that setting. If there is a shortcut to swap the mouse out with the X-Arcade I can assign it to a key. But if you have to press F12 and change the settings in there that is pretty much impossible to assign to a key. wobbly: Keyboard B means Keyboard C is player 2. Good idea though, I should make it possible to use any two controls together. Why are people using the "Force Mouse" setting? I don't see the purpose of that? It just means it will use the mouse for simultaneous games. It will use a mouse for games that are only 1 player or multiple player non-simultaneous.
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GameBase: 4924 WHDLoad: 2177 SPS: 2028 The WHDLoad and SPS games are also included in the GameBase total, so 4924 is the total number of games.
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Have you tried turning off GameExtender?
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As DamageCase said you need to use CLRMamePro or ROMCentre along with the GameBase Amiga dat files. If you think you have a full set and only a few missing, it may be because your missing the "Fills" from http://gbamiga.elowar.com/files/Extras/
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Version 1.1 Released - Mouse is now disabled for simultaneous games. - Added delete temp files for WHDLoad. - Two player game ports are now swapped over. - New "Force Use Mouse" option to turn on mouse for all games. I think you will like this one DamageCase. I ended up removing all that Control stuff as it's just confusing anyway. Instead I've added mouse specific options for games and a global option to use the mouse if you want. I used that PlayersSim attribute from the database to determine if UseMouse is set to false for each game. I think it makes alot more sense now (to me too)! The only possible issue now is if there is a cracktro that needs the mouse to pass, although Button1 acts as left mouse I think so that should be a non-issue (unless you actually want to set crack options that require mouse movement). I think this is the best we can do as far as automation. And you can still turn on mouse globally or edit the xml files manually to turn the mouse on or off on a per-game basis. Another thing I'd like your advice on besides the one button "Disk Swapper" is that currently I make a copy of GameBase.uae (for GameBase/SPS games) and WHDLoad.uae (for WHDLoad games) to Temp.uae then launch WinUAE using Temp.uae. The problem I see doing it this way is if you make changes to the config by pressing F12 it will save them to Temp.uae which means no settings stick. If I change it so that it won't use Temp.uae but the GameBase.uae or WHDLoad.uae then you could make global changes by pressing F12 (say you want to stretch the display for example) so it will use those settings next time you run a game. What do you think? Should I leave it the way it is or change it? Thanks you have been a great help with this project!
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What I think I'll do is have a settings called "Override Game Control Setting" or something so you can simply set it to not use the mouse rather than have to edit the entire database. Eventually I will probably have the "Test Game" allow you to edit the Control for each game. I agree with you on the joysticks being in the wrong ports. I noticed that when I was playing Super Cars II. I'll make that change. The Temp folder is for storing a games "state" in HWDLoad. It's so you can continue where you left off (I think; there is definately a reason for it to stay there). Not sure if you were aware of that. But I will add an option in there called "Delete Temp Files". Finally I have a question for you. I was thinking of having a built in single button "Disk Swapper Manager" so you can press one button and it will automatically try inserting each disk one by one (and somehow keep track of everthing). Since the loader knows where each disk in the disk swapper is and how many disk drives are used I think this is possible. But I'm a bit confused how to implement it. What keys do I need to use and what how should I go about it? Any ideas?
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Version 1.02 Released - Fixes to when the control key is used in input mappings
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Yes that is currently how I am doing it. I use Control setting in the database to set that. This is what I have enum ControlType : int { JoyPort2 = 0, JoyPort1, Keyboard, PaddlePort2, PaddlePort1, Mouse, Lightpen, KoalaPad, LightGun } public string[] GetJoyPortSettings(ControlType controlType) { string[] joyPorts = new string[2]; switch (Settings.Input.InputType) { case InputType.Joystick: if (controlType == ControlType.JoyPort1) { joyPorts[0] = "joyport0=joy0"; joyPorts[1] = "joyport1=joy1"; } else { joyPorts[0] = "joyport0=mouse1"; joyPorts[1] = "joyport1=joy0"; } break; case InputType.KeyboardA: if (controlType == ControlType.JoyPort1) { joyPorts[0] = "joyport0=kbd1"; joyPorts[1] = "joyport1=kbd2"; } else { joyPorts[0] = "joyport0=mouse1"; joyPorts[1] = "joyport1=kbd1"; } break; case InputType.KeyboardB: if (controlType == ControlType.JoyPort1) { joyPorts[0] = "joyport0=kbd2"; joyPorts[1] = "joyport1=kbd3"; } else { joyPorts[0] = "joyport0=mouse1"; joyPorts[1] = "joyport1=kbd2"; } break; case InputType.KeyboardC: if (controlType == ControlType.JoyPort1) { joyPorts[0] = "joyport0=kbd3"; joyPorts[1] = "joyport1=kbd1"; } else { joyPorts[0] = "joyport0=mouse1"; joyPorts[1] = "joyport1=kbd3"; } break; case InputType.XArcadeLeft: if (controlType == ControlType.JoyPort1) { joyPorts[0] = "joyport0=kbd4"; joyPorts[1] = "joyport1=kbd5"; } else { joyPorts[0] = "joyport0=mouse1"; joyPorts[1] = "joyport1=kbd4"; } break; case InputType.XArcadeRight: if (controlType == ControlType.JoyPort1) { joyPorts[0] = "joyport0=kbd5"; joyPorts[1] = "joyport1=kbd4"; } else { joyPorts[0] = "joyport0=mouse1"; joyPorts[1] = "joyport1=kbd5"; } break; } return joyPorts; } So for a current work-around would be to open Data\WHDLoad.xml and change... <Game Name="SuperCars2_v1.0_0224.zip" Description="Super Cars II" Control="0" .../> to <Game Name="SuperCars2_v1.0_0224.zip" Description="Super Cars II" Control="1" ... /> That should do it for now I guess. wobbly: BTW I fixed that key mapping bug. Download Version 1.02 for the fix.
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Damn it I thought GameBase automatically configured the joyport based on game. Judging by that post it's not. So what is this "Control" value in the database for each game then? It doesn't make sense. Knowing this info does help out but it looks like I will have to add a way to set the default port settings for each game if we wan't to play two player games. Obviously it's no fun when a friend comes around and you can't have a 2 player game. I've already e-mailed the author so see what he says
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Yep there is a bug, I'm looking into.
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Your config should look the same as this screenshot. Notice "Enabled" is ticked for Keyboard B and "Input" is set to Keyboard B? That will mean it uses Keyboard B as Player 1 and Keyboard C as Player 2 (if there is no mouse needed for the game).
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I fixed that control bug but now I'm wondering why it's still using Mouse for player 2 in Super Cards II. So I tried GameBase Amiga to see if it mapped Joystick 2 to Port 1 instead of the Mouse in Port 1 and it didn't. It worked the same as my loader. Have a look at this script for the X-Arcade Left If Control = JoyPort1 joyport0=kbd4 joyport1=kbd5 Else joyport0=mouse1 joyport1=kbd4 End If Because the control for SuperCars II is set to JoyPort2 it's putting Mouse into Port 1 (0) instead of the Joystick 2. Why? I think this might be a bug in GameBase's scripts. I think that the Control=0 is supposed to mean Control=JoyPort1 instead of Control=JoyPort2. Unless I'm wrong in thinking SuperCards II uses the mouse. It doesn't does it? So maybe that's a mistake they have made and maybe there hasn't been enough people testing games in two player mode to realise it. What do you guys think? GameBase Amiga should have the right settings for Super Cars II as it was a popular game. I think I might have to contact the GameBase coder. If it is a bug in his scripts it should be easy enough to fix, the only problem is I'm not sure if it's a bug or whether it's intentional. Another possibility is the Super Cars II Control value is set wrong. Can you guys help me by playing two player games that need two joysticks. See if there is a joystick in port0 or a mouse. Then run the same game through GameBase and see if GameBase is doing the same thing? Then let me know if you think it's a bug or not. I'm really confused about this one.
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wobbly: Just overwrite everything. You will want this new version too. I was playing Super Cars II and the second joystick wouldn't work. I realised the control data in the databases was wrong. So that is fixed in 1.01. Version 1.01 Released - Fixed control error in databases
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Version 1.0 Release - Added auto switching for PAL/NTSC
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Version 0.91 BETA Released - Added "Generate Map Files" with ability to remove missing games for GameEx. - Key mapping is turned off when WinUAE is not running. Yes your right it does not currently support games in folders. Incidently neither does GameEx so I didn't bother adding it.
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Yeah good point, it could be Testing the loader today I was playing Last Ninja Remix. Lol I got quite a few screens in until I had to jump over a swamp with stepping stones. Damn it made me realise how hard that game was lol.
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Amiga 2000 sweeeet
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WHDRun (Hopefully Amiga WHDLoad games from Gameex)
headkaze replied to DamageCase's topic in General
Cheers! (we need that beer clinking smilie from BYOAC hehe) -
WHDRun (Hopefully Amiga WHDLoad games from Gameex)
headkaze replied to DamageCase's topic in General
Yep Tom e-mailed me back telling me this also. I also agree it would be nice to have this as an option that can be toggled. IMHO No point in listing a game if you don't have it Oh BTW I "borrowed" your Amiga logo you made for the loader.. (hope you don't mind!) -
WinUAE Loader Homepage
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Congrats to the winners and grinners!
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WHDRun (Hopefully Amiga WHDLoad games from Gameex)
headkaze replied to DamageCase's topic in General
That's nice because the wrapper is finished Well the beta version anyway. I've sucessfully set up GameEx to work with the wrapper and it runs perfectly. Only problem is for some reason GameEx is showing all games even if I don't have the actual zip. Not sure why it's doing that. So at the moment it's hard to tell what games I actually have by the list in GameEx. If you have a full set (like the full WHDLoad set) there are no problems as all games will launch. So I've sent Tom an e-mail about this and am waiting his reply. As soon as I have this (albeit small) hiccup sorted I'll do an official beta release! Stay tuned -
WHDRun (Hopefully Amiga WHDLoad games from Gameex)
headkaze replied to DamageCase's topic in General
I don't think the SPS disks are not available on the amiga gamebase website?? BTW There are 2028 games in the SPS set (you might need to search out a *cough* torrent *cough*) All extra's go in your GameBase\Extras folder and you add that folder to your Tools->Paths->Extras. Then inside your GameBase\Extras folder you add WHDLoad and SPS folders. You put them in the SPS folder. But they also need to go into sub folders. You need to run the games through ClrMamePro (because the SPS set you download will probably be in TOSEC format). Using the SPS dat file from the GameBase Amiga website (Dat - GameBase Amiga - SPS (v1.5).zip). You will notice in that archive along with the dat files you will see a file called spsmove.bat. That will move the games into the folders needed. -
WHDRun (Hopefully Amiga WHDLoad games from Gameex)
headkaze replied to DamageCase's topic in General
The SPS set is different in that they are ipf files instead of adf. You can read more about that set @ http://www.softpres.org/ For anyone else wanting to test, you can get a complete WHDLoad set from http://www.guildserver.co.uk/kgwhd/