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[APP] WinUAE Loader v1.78


headkaze

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i think that's an amiga 1000 does it still work

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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ok one thing i have found with WinUAELoader and gamebase games is that not all the games show up if the games are in folders like 0abcdefg and so on all the gamebase games need to be in one folder

edit just to make things clear

c:gamebase_games

c:whdload

c:sps

hope this helps

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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.

ok one thing i have found with WinUAELoader and gamebase games is that not all the games show up if the games are in folders like 0abcdefg and so on all the gamebase games need to be in one folder

edit just to make things clear

c:gamebase_games

c:whdload

c:sps

hope this helps

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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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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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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ok dont know if i am doing sothing wrong

iam trying to remap a key

i would like this set up

up = up arrow

down = down arrow

left = left arrow

right = right arrow

fire = left ctrl

the keyboard layout b in winuae is almost this but fire = right ctrl

cant seam to get it remap the way ild like

dont know if iam doing something wrong or its a bug

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Hey HeadKaze...

I have tested about half a dozen 2 player games in Gamebase Amiga...

I have my default gemus set to X-Arcade Left.

Each game seems to be resorting to the "Else" config... Only using the left stick and mouse... I swapped the If and Else statements over and got 2 joysticks going....... However, this would affect ALL games so you would be stuck for those with need for a mouse.

I tried setting the default Gemus settings to Joyport0 & Joyport1 but no change - still just picks the else statement

I had a looksee on the GB Amiga forum and found this post:

http://eab.abime.net/showthread.php?t=26369

See what you think but here is my take on it:

For 2 player games (where both are playing at the same time) the DB will need to be modified so that

joyport0=joy0 -{or kbd4, kbd5 for X-Arcade }-

joyport1=joy1 -{or kbd4, kbd5 for X-Arcade }-

Then the main cfg (default gemus script) will need the following changes:

Remove the IF and Else Statement and replace with

Set_CFG_Value(%dbpath%\GameBase Amiga.uae||joyport0||%joyport0_value%)

Set_CFG_Value(%dbpath%\GameBase Amiga.uae||joyport1||%joyport1_value%)

Set_CFG_Value(%dbpath%\WHDLoad.uae||joyport0||%joyport0_value%)

Set_CFG_Value(%dbpath%\WHDLoad.uae||joyport1||%joyport1_value%)

The problems are

1 - Selecting only the 2 player games - but should be OK with the filtered data in the database (just modify those that have the PlayersTo =2)

2 - Entering the correct control method into these (joy0, joy1..... kbd5)

Please have a read through and a think though before you make any changes... I wouldn't want you to follow this if there is a more elegant solution

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Hey HeadKaze...

I have tested about half a dozen 2 player games in Gamebase Amiga...

I have my default gemus set to X-Arcade Left.

Each game seems to be resorting to the "Else" config... Only using the left stick and mouse... I swapped the If and Else statements over and got 2 joysticks going....... However, this would affect ALL games so you would be stuck for those with need for a mouse.

I tried setting the default Gemus settings to Joyport0 & Joyport1 but no change - still just picks the else statement

I had a looksee on the GB Amiga forum and found this post:

http://eab.abime.net/showthread.php?t=26369

See what you think but here is my take on it:

For 2 player games (where both are playing at the same time) the DB will need to be modified so that

joyport0=joy0 -{or kbd4, kbd5 for X-Arcade }-

joyport1=joy1 -{or kbd4, kbd5 for X-Arcade }-

Then the main cfg (default gemus script) will need the following changes:

Remove the IF and Else Statement and replace with

Set_CFG_Value(%dbpath%\GameBase Amiga.uae||joyport0||%joyport0_value%)

Set_CFG_Value(%dbpath%\GameBase Amiga.uae||joyport1||%joyport1_value%)

Set_CFG_Value(%dbpath%\WHDLoad.uae||joyport0||%joyport0_value%)

Set_CFG_Value(%dbpath%\WHDLoad.uae||joyport1||%joyport1_value%)

The problems are

1 - Selecting only the 2 player games - but should be OK with the filtered data in the database (just modify those that have the PlayersTo =2)

2 - Entering the correct control method into these (joy0, joy1..... kbd5)

Please have a read through and a think though before you make any changes... I wouldn't want you to follow this if there is a more elegant solution

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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Yeah exactly... Whats the point of an IF statement if it doesn't actually link to anything...

Hopefully he shed's some light on it :)

Any ideas on what the control entriesrepresent? 0, 1, 2, 5, 8

In the default Gemus options it lists... JoyPort 2, Joyport 1, Keyboard, Paddleport 2, Paddleport 1, Mouse, Lightpen, Koalapad, Lightgun.

Seems to match

0 - JoyPort 2, Everything else

1 - Joyport 1, 17 Games - 2 player simultaneous EDIT: just tested World Cup 90... 2 joysticks worked :)

2 - Keyboard,

3 - Paddleport 2,

4 - Paddleport 1,

5 - Mouse, Lemmings, Kings Quest, Monkey Island + more Mouse controlled Games

6 - Lightpen,

7 - Koalapad,

8 - Lightgun. Games like Skeet Shoot

EDIT: The DB lists 757 Simultaneous games... Not just 17.... Seems that the Control=1 needs to be set for PlayersSim=True

EDIT2: The 17 games seem to be ones where the original made you use Port1 as the Player 1 port.... (not Port 2 as Player 1 and Port 1 as mouse/P2)

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Yeah exactly... Whats the point of an IF statement if it doesn't actually link to anything...

Hopefully he shed's some light on it :)

Any ideas on what the control entriesrepresent? 0, 1, 2, 5, 8

In the default Gemus options it lists... JoyPort 2, Joyport 1, Keyboard, Paddleport 2, Paddleport 1, Mouse, Lightpen, Koalapad, Lightgun.

Seems to match

0 - JoyPort 2, Everything else

1 - Joyport 1, 17 Games - 2 player simultaneous EDIT: just tested World Cup 90... 2 joysticks worked :)

2 - Keyboard,

3 - Paddleport 2,

4 - Paddleport 1,

5 - Mouse, Lemmings, Kings Quest, Monkey Island + more Mouse controlled Games

6 - Lightpen,

7 - Koalapad,

8 - Lightgun. Games like Skeet Shoot

EDIT: The DB lists 757 Simultaneous games... Not just 17.... Seems that the Control=1 needs to be set for PlayersSim=True

EDIT2: The 17 games seem to be ones where the original made you use Port1 as the Player 1 port.... (not Port 2 as Player 1 and Port 1 as mouse/P2)

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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