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chillinwater

GameEx Lifetime Member
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Everything posted by chillinwater

  1. Wow!!! so that can be done with any game then. I guess I knew that but it never donned on me...duh! My head hurts from bangin it against the wall when trying to resizie game screens with the lays! This very useful bit of info will go into my documentation....dang Im stupid!!!
  2. Thanks Headkaze, I've got to try that out!! Here is some HBII progress to report. http://www.hyperspin-fe.com/forum/showthread.php?23879-New-App!-Hyper-Bezel-II&p=232147&viewfull=1#post232147 Thanks krakerman Ive had those but cant use them on my cab. maybe ive been going about the .lays all wrong. You mean I can adjust game screens too, per game? without an indvidual .lay for each game? Where do you put those settings [romname.ini] ??? aye carumba!!!
  3. This is actually very Coool!!! So if there arent any original marquees to create the bezels, You can also use Hyperspins, wheels to supplement them...way cool!!! I have HBII setup to supplement marquees with Hyperspin wheels too if no originals are found in next release.
  4. Thanks Headkaze thats terrific news! (You and Mr.Do scare me as talking to legends!!) among others here lol. If you want my experimental set of .lays (actually only one 16x9 horizontal atm) with all the elements let me know. I could sure use the help!!! (or if you want to beta-test the new release and give tips, pointers) So if CPWizard can output per game controls "romname.png" via batch and into a folder then Controls are set for HBII. Then as for controls only, there would be no need to run CPWizard for controls after batch creation. (unless you want to see...game info, hiscore, and all the other cool features of CPWizard) Which I do like seeing!!! But this will alleviate some crashing some users are exprienceing with the current CPWizard for the time being. Currently for controls (in next release) if none are found a generic "user" controls panel will display. Ill also add that all the new elements, controls being one of them will be selectable via mames in game "video options" dialog. This isnt finalised but some examples can bee seen here... http://www.hyperspin-fe.com/forum/showthread.php?23879-New-App!-Hyper-Bezel-II&p=229095&viewfull=1#post229095
  5. if its a rom specific "romname.png" file its already supported in the pending release which would support those bezels. Having trouble with marquee's and move strips... they are killing me... I want to show them "Marquees" above and move "strips" below the game field in the .lay files, although they can be implemented on a second screen. ...but its holding up my release. Anybody good with .lay files? (Im toooo chicken to ask Mr. Do!!! and Headkaze....they're legends!!) as it stands now, per game...(if exist, named properly, unzipped and placed in specified folders) [x]-bezels [x]-cards [x]-controls [0]-marquees [0]-move strips and generic of all of the above. [x]-multiscreen support (built into the .lay not necessarily HBII) using mames feature not a third party app. [edit] it would be really cool if your bezel creatin app could output 16x9, 16x10 and 4x3 in both vertical and horizontal flavors! (thats 6...and 5 too many to ask for) lol also...did i read somwhere that CPWizard allows you to batch create [rom] control.pngs?
  6. Since Im on a bezel kick lately... for your bezel path your looking for, it would actually be "artwork" path. \mame\artwork\ and make sure you have downloaded bezels "artwork" from MrDo or a pleasurable site and placed them in there. [edit] beat me to it!!
  7. If you plan on using HyperBezel II, DONT unzip it... Leave it zipped, named correctly and placed in the artwork directory or HBII WILL overwrite it. Existing zips Like Mr Do's or ones you create and are (zipped) wont be touched by HBII. I'm sorry if it has overwritten any of your hard work!!! I should also note that the zip should be a .zip and not .rar I could be mistaken with mame supporting .rar files but I do know HBII currently only looks for existing .zips. If none are found it creates the romname folder and its files inside that folder. If in fact Mame does support .rar art files, I'll add support to detect them and HBII will close without doing anything. Just let me know!! It overwrites the files in the existing romname folder created by HBII so it can randomise it again which was intentional. I had no idea users would be using their own folders and not zips. Also, in the tips section of my release post in HS forums, I explain how you can save a bezel and link it permantly to a specific rom. Which goes somthiing like this... If you want to save it... before you launch the game again, go into the artwork directory and zip up the contents of the rom folder created by Hyper Bezel II. Then place that zip in the artwork directory and HBII will never touch it again. ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ Hyper Bezel II has been updated on Emumovies FTP. -you now designate emupath in the "settings II.ini" file instead of the path to Hyperspin. Just grab the .exe and the new emupath key from settings II.ini so you dont lose anyother changes you might have made in the settings (fill in your path to mame and make sure you have a backslash on the end. You can delete the temporary mostly empty Hyperspin folder structure if you had one. HBII should now work with all FE's that support a pre-launch or post launch app.
  8. Win, Win lol
  9. cool...now i'll get down on my knees's and beg for more!!!
  10. it will do all of Draco1962's bezels including the newest "Blue Neon LCD 16-9.png" bezel... (not Krakermans rom specific bezel atm but if he zips it up with the right .lay file and puts it in the artwork directory it will display without Hyper Bezel II) for the "Blue Neon LCD 16-9.png" bezel... just add the file name to the appropriate index in the settings II.ini and adjust the file count in the specific index and lastly place the actual file in the... \mame\artwork\_generic_bezel\vertical\ -folder On ftp in the settings II.ini... there are 6 indexes (indices), . 4x3 horizontal 4x3 vertical 16x9 horizontal 16x9 vertical 16x10 horizontal 16x10 vertical you can add more indices and as many as you want. just add "Blue Neon LCD 16-9.png" to the vertical index for 16x9. You can tell its the 16x9 index by the default .lay file for that index...those can be changed too when you come across better ones. and now that i see further up the post I see where I got some of the other bezels. Draco1962 if you want me to remove them from my app, I sure will but thanks for all the inspiration Big thanks to you Draco1962 (whether i have to remove them or not) you were my inspiration in the first place...been collecting bezels for forever but never new where i got them...and now Ive found some more
  11. HB II is on Emumovies FTP- upload here\chillinwater\Hyper Bezel II The pic krakerman has on first post (great job) is a rom specific bezel, not a generic bezel. Hyper Bezel II was originally intended to support only generic bezels randomly only but as it matures it will support rom specific bezels (which are not automatic yet, pending upcoming release) but can still be done using Hyper Bezel II with a little hand work. Currently the app will only display bezels for games that have nothing. IT has nothing to do with Mr do artwork .zip files. If it detects them HBII will do nothing and shut itself down. Mame will then display Mr Do artwork. Even when Mr Do artwork does display, its not always the perfect scenario visually. Hyper Bezel II was created to and is evolving to remedy that.
  12. Yes, GameEx supports "a vertical bezel" already. Hyper Bezel II supports "Multiple, random, vertical and horizontal" bezels. Including Widescreen 16x9, 16x10 and 4x3 aspects....more aspects if you provide the correct .lay file and bezels. Now on EmuMovies FTP...hope all the files made the move...let me know. [edit] The user RoadRunner in the HS forums has rom specific widescreen bezels 16x9 and 16x10 on HS FTP. Hyper Bezel II wont touch those as well as Mr Do bezels. (nothing that is "romname.zip" in the artwork folder for that matter) If you would like to use them you might send him a kind pm. It wouldnt be right for me to copy them to EmuMovies FTP but maybe they're already there.
  13. FTP transfer to Emumovies in progress.... final destination when complete.... upload here\chillinwater\Hyper Bezel II Its going reeeaaallll slow!!!! "krakerman" Thanks got it working using: Launch Before: "C:\Hyperspin\Hyper Bezel II\Hyper Bezel II.exe" MAME [Rom] Launch After: "C:\Hyperspin\Hyper Bezel II\Hyper Bezel II.exe" MAME [Rom] kill HyperBezel II has NOT been updated to universal FE support. So in the interim, if you dont have and dont want Hyperspin installed, use (post 19 below) for reference to a temp work around http://www.gameex.info/forums/topic/12567-hyper-bezel-ii/#entry101225
  14. Yes of course use away, make bezels make .lays!!! yes.. yes.. Some templates are on ftp just waiting to be used for all aspects 4x3, 16x9, 16x10. You can also use existing bezels and paste new artwork over them to make new bezels. 4x3 has the most to choose from. I made the 4x3 horizontal .lay using MrDo's .lay creator. The 4x3 vertical .lay is also from MrDo which was the original .lay you used when compiling mame to support "generic" vertical bezels. The other .lays for "widescreen" I believe "roadrunner" created and I modified slightly for the element names. The "settings II.ini" file on HS ftp currently has everything pre-configured to use any of your aspects that you want. Default is 4x3 for both horizontal and vertical but if you want to use widescreen just make a change to the index in the settings II.ini There is a pic of the wrong .lay file and bezel used for widescreen diplays. easy to fix by editing the settings for proper .lay and bezels. http://www.hyperspin-fe.com/forum/showthread.php?23879-New-App!-Hyper-Bezel-II&p=228301&viewfull=1#post228301 Its all explained on the first page of my post. New App!...Hyper Bezel II
  15. I have my preferences but Im more or less neutral...I just like playin!!! lol I was waiting for you cuz if randomiser did the same thing in GameEx using GameEx's built in bezel display, I wouldnt see a need to fix what aint broke. HyperSpin just didnt have a bezel feature. So in the next couple days I'll tweak GameEx compatibility in HyperBezel II and migrate the HS FTP folder to Emumovies FTP. (keeping it all in one tidy spot) The more people on board with creating bezels and .lays the better IMHO otherwise the app will just stagnate!
  16. In the interim... Without installing HyperSpin, a user could simply create an almost empty folder structure like this... c:\hyperspin\settings\mame.ini and this would be required in the mame.ini (the only file in the empty folder structure) exe=optional [mame.ini] [exe info]path=j:\HyperSpin\Emulators\Mame\137\exe=mame.exe Just make sure the mame path matches what you already have setup in GameEx
  17. The only dependency is HS\settings\mame.ini as it reads the path to mame and the exe name (for a planned future update) the exe name is irrelevant to using it in GameEx for now. I can add an editable option for path to mame (or derivatives) and remove the path to HS as it would be then be redundant. This would add usability across all Fe's I believe. Still waiting for Tempest to chime in, dont need two wheels (no pun intended)
  18. Hyper Bezel II is available to all who are willing to use it. I only put it on HS ftp because there were alot of support (bezel) template files and .lays to go with it. And it was to be and still is updated frequently especially during the intial release. Zipping it up may have givin the wrong idea that it was all my work which the bezels were not. Also now that I think about it @krackerman, I think your right, its working for you in GameEx because by coincidence you have the path to mame\artwork the same in both HS and gameEx. If thats the case and a user didnt have Hyperspin setup up I dont think it will work. If theres any interest I can add better support for it or a GameEx only version. [edit] Also if there's any interest, I can move the app to EmuMovies ftp so its available to everyone. I only want to update one location though so it would only be available there if I moved it. But lets see what Tempest has in store...maybe his "randomisor" works better and I dont want to re-invent the wheel (Definately, dont want to step on your toes...I still love me some MarQuee Magician and your other apps!!!) I actually use randomisor in HS to change my default themes and videos.
  19. The old link changed along with the new mameworld site http://mrdo.mameworld.info/mame_lay.php
  20. Awesome!...Thanks Tempest
  21. Hey Tempest, Great Program! (as always!) I think I found a small bug in "Randomizer". Here are a couple of ways to re-proceduce, there are others. -Setup "Randomizer" any other way than the default radio buttons (see "capture.png" attachment)(see "capture1.png" attachment) -Setup "Randomizer" the first time to randomize (1) file, when asked to setup another file. (see "capture1.png" attachment) It doesnt seem to affect saving the settings or usage. --------------------------------------------------------- Also Ive been tinkering with it and made a little script to compile and place in the randomizer directory that adds a button press(es) to launch "Randomizer". This would need to be launched before the fe and the it remains resident. While resident you can press some user configured buttons to re-randomise your files. I also needed to add these lines to the "random.ini" file, so you can run multiple options at once... during startup and then thru a key(s) press. [Settings]options=1|2|3 options=1|2|3 (if using randomize1, randomize2, randomize3) I have it set up below for a (2 button combo) "ctrl & 6" for x-arcade (p1 btn1 p2 btn8) but you can change it to whatever you want. -dont press the button while the art is being displayed or it wont change and windows may have a fit. [Randomizer-(Button-Press)] #SingleInstance force#persistent#InstallKeybdHook#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.SendMode Input ; Recommended for new scripts due to its superior speed and reliability.SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.SetTitleMatchMode, 3DetectHiddenWindows, OnIniRead, Options, %A_ScriptDir%\Random.ini, Settings, Options;msgbox, 1, , The options are=%Options%run, %A_ScriptDir%\Randomizer.exe "%Options%"^6::run, %A_ScriptDir%\Randomizer.exe "%Options%" ;\\\ for Hyperspin \\\IfWinNotExist, ahk_class ThunderRT6FormDC, exitapp ;\\\ for gameex \\\ ???IfWinNotExist, GameEx.exe, exitappreturn
  22. Tempest, Ive been playing around with MM some more, (using (1) image on the mini screen only) and discovered that animated gifs also work and if I: -create a plugins -folder in the MM directory -add the flash.dll files from the Irfanview\plugins -directory -add this, "|.SWF" to this line, "Type=.JPG|.PNG|.BMP|.JPEG|.GIF|.IMG|.SWF" in the mm.ini, That I can launch and display fullscreen on the mini monitors ".swf" files This is very cool. However there is one problem with ".swf's" and that is that they are displayed in a windows frame inside the MM frame. Ive searched a few times in the Irfanview help file and text doc. to see if there is a way to remove that windows frame but no luck. Off hand do you know of this setting if there is one for ".swf's"? I havent tested with multiple ani-gif or swf images (or combo of both) on the mini screen yet so I dont know if that works. I have to create a couple new folders, copy\rename some files and run the MM setup to test it out. I'll give you an update later today hopefully.
  23. Haha I get it now! I dont have the isssue with focus anymore after adding "runwait" instead of just "run" see code below. Yes I do know that about the console box art and other images its a nice touch. Ive been playing around with i_view32 and have it launching .swf, ani-gif files for HyperSpin Launching Emulator splash screens (needs work, very preliminary) with sound also. Works alongside (no conflicts) with MM. also your suggestion works perfectly %systemname%. Thanks again it just keeps gettin better! Runwait, "J:\HyperSpin\MarQuee Magician\Launch MM v2.0.exe" %systemName% %romName% Runwait, %executable% %romName%, %EmuPath%, Hide UseErrorLevel
  24. No I just used the bat to test the proper syntax outside of any front end (usually my first step), sorry! This is my syntax for GameEx.ini LaunchOnStart=""j:\HyperSpin\MarQuee Magician\MarQuee Magician - GameEX\Launch MM v2.0.exe" "mame" "[Rom]"" LaunchOnStartNoWait= LaunchOnExit=""j:\HyperSpin\MarQuee Magician\MarQuee Magician - GameEX\Launch MM v2.0.exe" "kill"" ShellBeforeLaunch=""j:\HyperSpin\MarQuee Magician\MarQuee Magician - GameEX\Launch MM v2.0.exe" "GameEX"" ShellOnExit=""j:\HyperSpin\MarQuee Magician\MarQuee Magician - GameEX\Launch MM v2.0.exe" "kill"" and my syntax for Hs placing it before runnning the emu in Hypelaunch.ahk Run, "J:\HyperSpin\MarQuee Magician\Launch MM v2.0.exe" mame %romName% Run, %executable% %romName%, %EmuPath%, Hide UseErrorLevel GameEx- flawless Hyperspin- pretty sure I just have to verify the screen rezzes arnt fighting each other, only tested with mame. I dont remember the underwear reference and now that I think about it... slowly takes a step back. Maybe I should take a quicker step!
  25. Thanks Tempest, Going commando is the shiite. Tested with GameEx works flawlessly. For HS I have some minor tweaks to do reguarding focus on emu start. I tested it first with this batch before I got it going in HS "J:\HyperSpin\MarQuee Magician\Launch MM v2.0.exe" mame 88games pause "J:\HyperSpin\MarQuee Magician\Launch MM v2.0.exe" kill with the batch I can see that i_view32 or irfanview steals focus away from the bats dos window and does the same to the emu while launching in HS. So aside from that, I do have it launching on emu start up, with ability to configure it to leave it displaying or turn it off on emulator exit. This is great! You have outdone yourself. Thanks again. Headkaze love your apps too!
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