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Sega Model 2 Emulator Full Screen Shooter fix - RamjetM2Borderless - App
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Howard_Casto:
Ok mouse/lightgun code is in place.  I tested it and it works great.

Fixed a few minor bugs with the cfg menu. 


So the app is essentially done at this point.  I can't release it yet because I've got to add a function to generate all the lua scripts for model 2 and some documentation would be nice, but the end is finally in sight. 
retrorepair:
Great news, finally these games are going to be properly playable  :applaud:

Thanks for all your hard work Howard!
yakk11:

--- Quote from: Howard_Casto on February 24, 2013, 09:09:13 am ---Ok mouse/lightgun code is in place.  I tested it and it works great.

Fixed a few minor bugs with the cfg menu. 


So the app is essentially done at this point.  I can't release it yet because I've got to add a function to generate all the lua scripts for model 2 and some documentation would be nice, but the end is finally in sight.

--- End quote ---

 :applaud:  Looking forward to blasting zombies with my girlfriend! :D
Howard_Casto:
Ok not a bug guys, but something I discovered that you should be aware of if you intend to make your own crosshairs ect... 

I was working on the scripts and was going to add bezel and pause screen support as a suprise.  I ran into a issue with the way model 2 loads surfaces from a file.  If the png loaded has dimensions that are not a power of 2 the image gets stretched and/or distorted.  So my 48x48 crosshairs are probably getting a little screwed up.  I'll change the default size to 64x64 instead and add more transparent area, because I feel like some people are going to want large crosshairs.

I'll go ahead and convert the crosshairs I've already been sent, but just keep it in mind. 
Howard_Casto:
Been learning the scripts a little more to make this thing as easy to mod as possible. 

Did some testing to make sure that you can set a variable and THEN load another lua script via an include statment.  Apparently you can, and you can have all your init postdraw and end functions in the other script.  So what I'll do is make a singular script that does all the real work and then generate a bunch of mini scripts, that just set the rom name. 

This way if the users want to modify anything after install (like launching a glovepie script, ect) they only have to modify one script, as opposed to 56. 

So I'll do that today/tonight.  Then I've got business Wednesday and I'll release hopefully on Thursday. 
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