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Author Topic: [APP] CPWizBiz - Game Controls display  (Read 4630 times)

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wemr97dl

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Re: [APP] CPWizBiz - Game Controls display
« Reply #40 on: February 10, 2017, 12:52:26 pm »
so starting again today,your saying I should set up cp wizard with my arcade controls and map them inside of cp wizard and set up my mame path and everything, or export a .png of my contols and map using cpwizbiz??
If I use cpwizbiz what will be displayed for Arcade/MAME games?

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #41 on: February 10, 2017, 01:11:06 pm »
Ah! I see now! CPWizBiz was really made to compliment the MAME/Arcade features of CPWizard, expanding it to enable use of other systems. You probably don't need to use CPWizBiz at all for your mame setups - just use CPWizard as you usually would.

I haven't gone into setting it up for both mame and other systems, but essentially, you could have your front end command CPWizard with something like:

Code: [Select]
CPWizard.exe -show
I think CPWizard detects that mame's running and also detects the game automatically?? If not, you could try something like:

Code: [Select]
CPWizard.exe -emu mame -game 88games -show
or something like that.

On the other hand, you could use CPWizBiz for Mame games, to enable you to overlay controller controls onto you cab button layout - for example if using xbox controller controls.
I'm not quite sure of your question - you don't export anything from CPWizBiz. The process is:

1. Make a layout in CPWizard (as per the video a few posts back) - this consists of Control labels and images (+ other special labels like gamename etc and special images such as boxart etc)
2. Import it into CPWizBiz
3. Setup any Systems you are using (e.g. Sony Playstation) in CPWizBiz
4. Send the Gamename and System to CPWizBiz via command line and CPWizBiz will make CPWizard display the controls for this game.

Quite difficult to explain really. Just keep messing around with it - sure you'll get there....

wemr97dl

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Re: [APP] CPWizBiz - Game Controls display
« Reply #42 on: February 10, 2017, 01:32:42 pm »
Ok so ill set up cp wizard for mame, That's no problem, but what I wanted was to have the controls for emulators listed for my controls,and when using the x box controllers for the systems i use them for have that image shown, here is a pic of what i had in mind, it should show the corresponding controls overlay-ed on my arcade style controls correct??

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #43 on: February 10, 2017, 04:00:51 pm »
Ah... OK - it's getting progressively clearer what you are asking. Is it that some games you will play via your Cab controls (i.e. Arcade Cab Joystick and Buttons) and other you will play with you xbox controller? In that case you will need two different CPWizard Layouts, which will become two "Rigs" in CPWizBiz. You can then set which control method you want to use for each game - either your Cab Controls or your XBox360 controls. The nice thing is, if you decide to swap at any point (i.e. use your cab controls rather than you 360 controller for a specific game), CPWizBiz will automatically rearrange the controls and display for you.

So, I started an example Xbox360 Layout setup in CPWizard:



Some notes:

You'll notice the different control image graphics:
BT = Button (where the control is a momentary on or off)
DJ = Digital Joystick (Use this for DPads etc - where up,down.left,right is either 1 or 0)
AJ = Analogue Joystick (For analogue sticks)

You'll also see "AJ1" "AJ1L" and "AJ1U":
1) This is just incomplete - you'd add AJ1R and AJ1D as well - up, down, left, right
2) This is so if one stick is just for one game function (e.g. "Move Pacman") then you wouldn't need to specify individual controls for up,down,left and right
3) However, if one stick is mapped, say to the C-Buttons on a Nintendo 360 controller, the different directions may have different functions (e.g. "Show Map", "Menu" etc)
4) When setting up a Layout/Rig, always include the Collectives (i.e. "AJ1") and the Specifics (e.g. "AJ1U")

You'll also notice "Mousecode_1_XAXIS_POS_SWITCH"
It doesn't matter so much really, as you are going to map analogues etc in different ways in different emulators. However, I'd suggest not using "KEYCODE" for these to save Keycodes for true digital controls. Also, when it comes to mapping and you are mapping analogue Controller controls to emulated Controller controls (e.g. if using a mouse on PS2 via PCSX2) - then will keep mapping clearer.

Lastly: Try and ensure your label/image matches match across both Layouts. For example BT01 = KEYCODE_C on both the 360 Layout and the Cab layout. Ignore the KEYCODE_Q - my bad!

So - hope this helps with making an XBox360 layout.

You'll also need a cab controls layout like below:



Basically, you'll need as many CPWizard Layouts/CPWizBiz Rigs as you have 'real world' controls. So, for example if you also had a Guitar for Guitar Hero, you could make a Layout for that also...

Good luck and come back to me if need anything further. That's looking like a great start! It does take getting your head around, this bit...

« Last Edit: February 10, 2017, 04:05:56 pm by stigzler »

wemr97dl

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Re: [APP] CPWizBiz - Game Controls display
« Reply #44 on: February 10, 2017, 04:17:05 pm »
Ah... OK - it's getting progressively clearer what you are asking. Is it that some games you will play via your Cab controls (i.e. Arcade Cab Joystick and Buttons) and other you will play with you xbox controller? In that case you will need two different CPWizard Layouts, which will become two "Rigs" in CPWizBiz. You can then set which control method you want to use for each game - either your Cab Controls or your XBox360 controls. The nice thing is, if you decide to swap at any point (i.e. use your cab controls rather than you 360 controller for a specific game), CPWizBiz will automatically rearrange the controls and display for you.

So, I started an example Xbox360 Layout setup in CPWizard:



Some notes:

You'll notice the different control image graphics:
BT = Button (where the control is a momentary on or off)
DJ = Digital Joystick (Use this for DPads etc - where up,down.left,right is either 1 or 0)
AJ = Analogue Joystick (For analogue sticks)

You'll also see "AJ1" "AJ1L" and "AJ1U":
1) This is just incomplete - you'd add AJ1R and AJ1D as well - up, down, left, right
2) This is so if one stick is just for one game function (e.g. "Move Pacman") then you wouldn't need to specify individual controls for up,down,left and right
3) However, if one stick is mapped, say to the C-Buttons on a Nintendo 360 controller, the different directions may have different functions (e.g. "Show Map", "Menu" etc)
4) When setting up a Layout/Rig, always include the Collectives (i.e. "AJ1") and the Specifics (e.g. "AJ1U")

You'll also notice "Mousecode_1_XAXIS_POS_SWITCH"
It doesn't matter so much really, as you are going to map analogues etc in different ways in different emulators. However, I'd suggest not using "KEYCODE" for these to save Keycodes for true digital controls. Also, when it comes to mapping and you are mapping analogue Controller controls to emulated Controller controls (e.g. if using a mouse on PS2 via PCSX2) - then will keep mapping clearer.

Lastly: Try and ensure your label/image matches match across both Layouts. For example BT01 = KEYCODE_C on both the 360 Layout and the Cab layout. Ignore the KEYCODE_Q - my bad!

So - hope this helps with making an XBox360 layout.

You'll also need a cab controls layout like below:



Basically, you'll need as many CPWizard Layouts/CPWizBiz Rigs as you have 'real world' controls. So, for example if you also had a Guitar for Guitar Hero, you could make a Layout for that also...

Good luck and come back to me if need anything further. That's looking like a great start! It does take getting your head around, this bit...
I think I get the way it should work your example is just what I am looking for, I still can't get the new rig to come up? I sent you my dad zip and I I like you requested. I tried putting a game in to and the same result still shows your default. My rig is listed but I can't get it to come up? Am I missing a step?


Sent from my iPhone using Tapatalk

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #45 on: February 10, 2017, 04:41:12 pm »
Well, you have to construct a CPWizBiz Setup first. You can do this by Going to ChangeSetup>Clear and then enter a test game (or just use xx-default-xx). Make sure you choose your layout in the Rig dropdown. Then click Go. It should then make a CPBW Setup with your rig...


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Re: [APP] CPWizBiz - Game Controls display
« Reply #46 on: February 10, 2017, 06:03:02 pm »
set up mame in cpwizard now cpwizbiz wont start just hangs with the icon on screen

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #47 on: February 10, 2017, 07:32:27 pm »
Could you post the CPWizBiz.log and the CPWizard log from a simultaneous run?

wemr97dl

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Re: [APP] CPWizBiz - Game Controls display
« Reply #48 on: February 11, 2017, 05:25:36 am »
CPwizbiz log
18:27:04-94 | CPWizBiz (Version: 1.0.0)
18:27:04-96 |
18:27:04-97 | START OF CPWIZBIZ LOG:
18:27:04-97 | Log started: 10-02-17
18:27:04-97 |
18:27:04-97 | Atempting close any other instances..
18:27:04-98 | CPWizBiz instances running: 1
18:27:04-99 | CPWBAdmin instances running: 0
18:27:04-99 |
18:27:05-00 | Getting Original Foreground App details:
18:27:05-01 | Window Handle - 131174
18:27:05-01 | Window Title - Program Manager
18:27:05-01 | Process Id - 1772
18:27:05-01 | Main Module FileName - C:\Windows\Explorer.EXE
18:27:05-01 |
18:27:05-01 | ===================================
18:27:05-01 | MAIN PROCESS: Starting..
18:27:05-02 | Defaults path: D:\CPwizbiz_SimpleInstall\CPWizBiz\CPWizBiz.ini
18:27:05-02 | Defaults loaded:
18:27:05-03 |
18:27:05-03 | LOADING OTHER INIS:
18:27:05-08 | Db files loaded into inis
18:27:05-11 |
18:27:05-11 | Starting Background if default settings direct:
18:27:05-11 | Use Backgorund set to FALSE. No background.
18:27:05-11 |
18:27:05-11 | Processing Command Line
18:27:05-11 | No of cmd line arguments: 1
18:27:05-11 | No command line paramenters passed - setting to dummy
18:27:05-11 | ===================================
18:27:05-11 | FULL LAUNCH PROCEEDURE:
18:27:05-21 | ---------------------------
18:27:05-21 | Producing Process Vars
18:27:05-21 | Gamename passed via cmd line. Using - made file safe
18:27:05-21 | System defined via -sy parameter. Checking exists: xx-Dummy-xx
18:27:05-21 | System exists - setting to this.
18:27:05-21 | System after any System in command line: xx-Dummy-xx
18:27:05-21 | UseSystemsDb set to false or UseSystemsDb true, but dbsys via command line null
18:27:05-21 | Game and System vars:
18:27:05-22 | GAME exists in Game/System record - getting values
18:27:05-22 | Emu not defined in Game Record. Trying from cmd line
18:27:05-22 | Emu defined in command line - testing exists: xx-Dummy-xx
18:27:05-22 | Emu doesn't exist. Leaving as 'Dummy'
18:27:05-22 | Controller not defined in Game Record. Trying from cmd line
18:27:05-22 | ctrl not defined in Command Line. Trying from Default for system
18:27:05-22 | Controller defined in System Defaults - testing exists: xx-Dummy-xx
18:27:05-22 | Controller exists. Using.
18:27:05-22 | Rig not defined in Game Record. Trying from cmd line
18:27:05-22 | Rig defined in command line - testing exists: Player1Controls
18:27:05-22 | Rig exists. Using.
18:27:05-23 | Final Setup:
18:27:05-23 |  >> Final Gamename: [xx-Dummy-xx]
18:27:05-23 |  >> Final Frontend: [HyperSpin]
18:27:05-23 |  >> Final System: [xx-Dummy-xx]
18:27:05-23 |  >> Final Emu: [xx-Dummy-xx]
18:27:05-23 |  >> Final Controller: [xx-Dummy-xx]
18:27:05-23 |  >> Final Rig: [Player1Controls]
18:27:05-23 |  >> Final Timeout: 0
18:27:05-23 | ===================================
18:27:05-23 | FULL PRE-LAUNCH PROCEEDURE:
18:27:05-28 | Db files loaded into inis
18:27:05-31 | ----------------------------------------------
18:27:05-31 | ADD GAME, SYSTEM AND CONTROLLER ROUTINE:
18:27:05-31 | Setup Already exists in database: Game-sys-ctrl key found in db: {xx-Dummy-xx}{xx-Dummy-xx}{xx-Dummy-xx}
18:27:05-31 | Rig Controller FOUND for this combo. Batting on...
18:27:05-31 | Rig/Emu/Game map FOUND for this combo. Sauntering on...
18:27:05-31 | Section already exists for in-game key remap
18:27:05-31 | Emu labels ALREADY IN place for this setup.
18:27:05-31 | Emu Images ALREADY IN place for this setup.
18:27:05-31 | Checking any passed command line variables against database value. Command line overwrites manually user set values in the db.
18:27:05-37 |
18:27:05-37 | PRODUCE CONTROLS GRID:
18:27:05-37 | Step 1. Transfer Rig Labels/Game Controller functions to table
18:27:05-38 | Step 1a. Now emulator components
18:27:05-38 | Step 2: Apply any Game Specific Emulator mappings
18:27:05-39 | Step3: Now populate System Controller Component Images against Rig Controls...
18:27:05-39 | Step3a: Now populate Emulator Images against Rig Controls...
18:27:05-39 | Step4: Now apply game function labels to controller functions...
18:27:05-39 | Step5: Now populate any in-game controls remaps....
18:27:05-39 | Step5a: Now populate any Emu labels....
18:27:05-39 | Step 6: Populate Rig Input Codes against RigCtrlLabels....
18:27:05-39 | Step 7: Lastly, process any Info Input-codes....
18:27:05-39 | UNHANDLED EXCEPTION: Object reference not set to an instance of an object.
18:27:05-40 | Stack:    at CPWizBiz.CPWizBizMain.StartPopulationOutput()
   at CPWizBiz.CPWizBizMain.Full_Prelaunch()
   at CPWizBiz.CPWizBizMain.FullLaunch()
   at CPWizBiz.CPWizBizMain.MainProccess()
   at CPWizBiz.CPWizBizMain.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
18:27:16-18 | App Closing.
18:27:16-21 | Backing up database..
18:27:16-80 | Database backup routione completed successfully

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Re: [APP] CPWizBiz - Game Controls display
« Reply #49 on: February 11, 2017, 05:33:11 am »
Scratch that I dont have matching logs CPwizbiz wont open and I tried opening cpwizard on its own
here is the newest cpwizbiz log
5:28:56-56 | CPWizBiz (Version: 1.0.0)
5:28:56-58 |
5:28:56-58 | START OF CPWIZBIZ LOG:
5:28:56-58 | Log started: 11-02-17
5:28:56-59 |
5:28:56-59 | Atempting close any other instances..
5:28:56-59 | CPWizBiz instances running: 1
5:28:56-59 | CPWBAdmin instances running: 0
5:28:56-59 |
5:28:56-59 | Getting Original Foreground App details:
5:28:56-61 | Window Handle - 268506
5:28:56-61 | Window Title - CPWizBiz
5:28:56-61 | Process Id - 1872
5:28:56-61 | Main Module FileName - C:\Windows\Explorer.EXE
5:28:56-61 |
5:28:56-61 | ===================================
5:28:56-61 | MAIN PROCESS: Starting..
5:28:56-61 | Defaults path: D:\CPwizbiz_SimpleInstall\CPWizBiz\CPWizBiz.ini
5:28:56-62 | Defaults loaded:
5:28:56-62 |
5:28:56-62 | LOADING OTHER INIS:
5:28:56-95 | Db files loaded into inis
5:28:56-98 |
5:28:56-98 | Starting Background if default settings direct:
5:28:56-98 | Use Backgorund set to FALSE. No background.
5:28:56-98 |
5:28:56-98 | Processing Command Line
5:28:56-98 | No of cmd line arguments: 1
5:28:56-98 | No command line paramenters passed - setting to dummy
5:28:56-98 | ===================================
5:28:56-98 | FULL LAUNCH PROCEEDURE:
5:28:57-09 | ---------------------------
5:28:57-09 | Producing Process Vars
5:28:57-09 | Gamename passed via cmd line. Using - made file safe
5:28:57-09 | System defined via -sy parameter. Checking exists: xx-Dummy-xx
5:28:57-09 | System exists - setting to this.
5:28:57-09 | System after any System in command line: xx-Dummy-xx
5:28:57-09 | UseSystemsDb set to false or UseSystemsDb true, but dbsys via command line null
5:28:57-09 | Game and System vars:
5:28:57-09 | GAME exists in Game/System record - getting values
5:28:57-09 | Emu not defined in Game Record. Trying from cmd line
5:28:57-09 | Emu defined in command line - testing exists: xx-Dummy-xx
5:28:57-09 | Emu doesn't exist. Leaving as 'Dummy'
5:28:57-09 | Controller not defined in Game Record. Trying from cmd line
5:28:57-11 | ctrl not defined in Command Line. Trying from Default for system
5:28:57-11 | Controller defined in System Defaults - testing exists: xx-Dummy-xx
5:28:57-11 | Controller exists. Using.
5:28:57-11 | Rig not defined in Game Record. Trying from cmd line
5:28:57-11 | Rig defined in command line - testing exists: Player1Controls
5:28:57-11 | Rig exists. Using.
5:28:57-11 | Final Setup:
5:28:57-11 |  >> Final Gamename: [xx-Dummy-xx]
5:28:57-11 |  >> Final Frontend: [HyperSpin]
5:28:57-11 |  >> Final System: [xx-Dummy-xx]
5:28:57-11 |  >> Final Emu: [xx-Dummy-xx]
5:28:57-11 |  >> Final Controller: [xx-Dummy-xx]
5:28:57-11 |  >> Final Rig: [Player1Controls]
5:28:57-11 |  >> Final Timeout: 0
5:28:57-11 | ===================================
5:28:57-11 | FULL PRE-LAUNCH PROCEEDURE:
5:28:57-15 | Db files loaded into inis
5:28:57-19 | ----------------------------------------------
5:28:57-19 | ADD GAME, SYSTEM AND CONTROLLER ROUTINE:
5:28:57-19 | Setup Already exists in database: Game-sys-ctrl key found in db: {xx-Dummy-xx}{xx-Dummy-xx}{xx-Dummy-xx}
5:28:57-19 | Rig Controller FOUND for this combo. Batting on...
5:28:57-19 | Rig/Emu/Game map FOUND for this combo. Sauntering on...
5:28:57-19 | Section already exists for in-game key remap
5:28:57-19 | Emu labels ALREADY IN place for this setup.
5:28:57-19 | Emu Images ALREADY IN place for this setup.
5:28:57-19 | Checking any passed command line variables against database value. Command line overwrites manually user set values in the db.
5:28:57-25 |
5:28:57-25 | PRODUCE CONTROLS GRID:
5:28:57-25 | Step 1. Transfer Rig Labels/Game Controller functions to table
5:28:57-25 | Step 1a. Now emulator components
5:28:57-25 | Step 2: Apply any Game Specific Emulator mappings
5:28:57-26 | Step3: Now populate System Controller Component Images against Rig Controls...
5:28:57-26 | Step3a: Now populate Emulator Images against Rig Controls...
5:28:57-26 | Step4: Now apply game function labels to controller functions...
5:28:57-26 | Step5: Now populate any in-game controls remaps....
5:28:57-26 | Step5a: Now populate any Emu labels....
5:28:57-26 | Step 6: Populate Rig Input Codes against RigCtrlLabels....
5:28:57-26 | Step 7: Lastly, process any Info Input-codes....
5:28:57-26 | UNHANDLED EXCEPTION: Object reference not set to an instance of an object.
5:28:57-28 | Stack:    at CPWizBiz.CPWizBizMain.StartPopulationOutput()
   at CPWizBiz.CPWizBizMain.Full_Prelaunch()
   at CPWizBiz.CPWizBizMain.FullLaunch()
   at CPWizBiz.CPWizBizMain.MainProccess()
   at CPWizBiz.CPWizBizMain.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #50 on: February 11, 2017, 06:57:54 am »
OK. Just done some testing my end this morning,  and I have CPWBiz and CPWizard running fine for both Mame and Other Systems.

Best approach for running Mame:

Don't use CPWizBiz. Run CPWizard in 'resident mode' (Leave it running in the tray) then change the display layout via your front end when you launch a mame game, via the command line. E.g:

Code: [Select]
cpwizard -emu mame -game 88games -show
You can use the layout you use for your Other Systems by changing this here:



Also note "Auto-show" is disabled.

So, a few questions:

1) When you say "set up mame in cpwizard" - exactly what did you do?
2) Do you want to start again from scratch using the above approach or try to rescue your present installation.
3) Did you change any other settings/files?

If you want to try and rescue, I need a few things:

a) CPWizard>Layout>Player1Controls.xml
b) CPWizard>CPWizard.ini
c) CPWizard>CPWizard.log
d) Open CPWizBiz>CPWizBiz.ini. Change entry "_defdebug" to true - i.e. ("_defdebug=true"). Re-run CPWizBiz by clicking the icon. Then attach CPWizBiz.log

Lastly and this is important, please include these as an attachment rather than as a cut and paste into the thread.

Have faith - it's running fine my end so things can get sorted.

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Re: [APP] CPWizBiz - Game Controls display
« Reply #51 on: February 11, 2017, 09:01:20 am »
Update 1.0.2

Fixed various bugs around Rig Import. Now lack of emu images/labels etc don't send it for a Burton...

(wemr97dl - this may fix your difficulties - if you can - fresh install - you could copy and paste any layouts you've made in CPWizard in your present installation to your new installation)

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Re: [APP] CPWizBiz - Game Controls display
« Reply #52 on: February 11, 2017, 11:13:11 am »
Ill try a fresh install now and do the copy and paste

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Re: [APP] CPWizBiz - Game Controls display
« Reply #53 on: February 11, 2017, 11:36:14 am »
couple of Questions
---------------------------------------------
--Don't use CPWizBiz. Run CPWizard in 'resident mode' (Leave it running in the tray) then change the display layout via your front end when you launch a mame game, via the command line. E.g:

Code: [Select]
cpwizard -emu mame -game 88games -show
Where would i enter this
-------------------------------------------------------
You can use the layout you use for your Other Systems by changing this here:
So would this be the same layout for all other systems no mater what??
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Also note "Auto-show" is disabled.
Not sure where that is
_____________________________________

So, a few questions:

1) When you say "set up mame in cpwizard" - exactly what did you do?
   I just went through the regular cpwizard setup and set keystrokes  to the images as you would normally without running cpwizbiz
2) Do you want to start again from scratch using the above approach or try to rescue your present installation.
No biggy, just started anyway, probably will try it
3) Did you change any other settings/files?
  The only settings I changed where the defaults in cpwizbiz trying to get my images to show up no others that i can remember   


lastly everything you asked for ill email you

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #54 on: February 11, 2017, 12:27:06 pm »
1) Where would i enter this
2) So would this be the same layout for all other systems no mater what??
3) Not sure where that is

If you're installing from scratch - make sure you use the updated version. Download it from the link in the top post.

1)  Well this would be however you would normally use CPWizard with Hyperspin without CPWizard. I'm afraid I don't know hyperspin, but you'd basically need to run that command line at game launch - obviously getting your gamename from some kind of hyperspin token. Yer probably best asking yer hyperspin buddies that one...

2) Errrm, not sure what you mean. However, you could use the same layout you use in CPWizBiz as for Mame. If in doubt have two separate ones. Have you used CPWizard before? If not - might be helpful getting to know how it works on its own first.

3) It's just below the red circle on the picture - It's entitled "Auto Show (On Game Start)" and there's a checkbox called "Enable"

My advice: either aim to set up CPWizard for mame individually (without CPWizBiz, but using the CPWizard installed via CPWBiz) or try and set up a non-mame system with CPWizBiz. Don't try and do both at once - it may just be too confusing.

good luck
« Last Edit: February 11, 2017, 12:31:09 pm by stigzler »

wemr97dl

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Re: [APP] CPWizBiz - Game Controls display
« Reply #55 on: February 13, 2017, 08:14:08 am »
Well took your advice and CPwizard is working but the controls  aren't always matching so posted to that thread. Just wanted to ask what settings do you use to keep the cp wizard controls from coming up at all? It takes focus from mame.
Also do you use different images for different games in mame like trackball or spinners? If so how do you set up the filter correctly? There are a couple already set but wondered if you had tried any?


Sent from my iPhone using Tapatalk

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #56 on: February 13, 2017, 05:49:28 pm »
Haven't had CPWizard/Mame setup working in totality, but I would be displaying my controls on a monitor separate from the main display, anyway.

You can do a feature in CPWizard where you only display it for a certain number of seconds and then it disappears (you put "-timeout x" where x is the number of milliseconds to display it for. If you have a fixed control panel, you should really only have on Layout for Mame, as you will only have one set of controls, right? Unless you want separate Layouts for separate parts of your CP. - there is a way to override layouts etc, but you're best asking on the CPWizard thread about this - as no idea how to do this on a per-game basis.

It'll help your getting familiar with CPWizard first - it'll help your working with CPWizBiz.
« Last Edit: February 15, 2017, 03:26:05 am by stigzler »

stigzler

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Re: [APP] CPWizBiz - Game Controls display
« Reply #57 on: May 29, 2017, 03:19:22 am »
UPDATES

1.0.3
CPWB.Pop_CPWBg: Creates bak.png if not present from app resource.
Added CPWizard Layouts folder backup

1.0.4
Bugfixes: Edit Imgs and Labels for Emus.

1.0.5
Fixed .ire file for General settings. Bug only occurs if you installed at Version 1.0.4. Manual fix required - update won't fix it - contact me if need to know how (basically just copy CoreAssets>VanillaAssets>db>ires>CPWizBiz.ire to the equivalent in your ascribed database location)'

1.0.6
Explored Cmd Line bug Issue #18. To do with .net .parsecmdline  - small changes made but unresolved. Consider custom class.

1.0.7
Fixed startup bug if can't find db file.

1.0.8
Added game manual browse from Games tab
Added change game controls from CPWizBiz

1.0.9
Added Snap + Save current CPWizard display.
> Assists with documenting specific layouts (E.g. Default Emu/System button layouts)

1.1.0
Added UPdate CPWizard Function
> Downloads CPWizard and compares against local version. If newer, copies relevant files to local installation.

1.1.1
BugFix: Fixes Update Rig bug where this mucked up database.

1.1.2
Added facility to edit Emulator Function Labels directly in the admin interface
Added ability to change the default image viewer for CPWizard grab to one of user's choosing.

1.1.3
Added copy emulator functions from another system (for multi-system emulators such as RetroArch)
Re-wrote Marquee and CPWizard dynamic image routine. Now includes any 'de-tagged' images in image results in absence of direct match (e.g. "Tekken 3 (USA)" used where game = "Tekken 3")
Landing page for Maquee edit changed to Images
Improved update routine, now keeps update stats via ftp.

  
 

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