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| headkaze:
TheShanMan: Just uploaded Version 1.74 and added a special window that should hide Mame minimizing. Also you should turn off the minimize/maximize animations to make it more seamless. Right click on "My Computer", select Properties->Advanced tab->Performance Settings->turn off "Animate windows when minimizing and maximizing". Can you confirm it's working okay. The window should look the same as Mame and it should look like CPWizard just appears over Mame. Also there was a problem with the bezel_0124.diff file, but I think I have fixed it now, so you might have to download it again. I'll answer some of your other questions later, I have to head out for a while :) |
| TheShanMan:
Yeah, I was wondering which release that diff worked with - it failed on 123, 124u1, and 124u2, so I had to manually apply it. :) I will give that suggestion a try. One more minor issue. For games that have no information for the "alternating" column, the MISC_ALTERNATING label says "simultaneous", which isn't always the case in that circumstance obviously. Is it possible to just make that label blank if "alternating" is unknown? I noticed this with New Rally X, Saint Dragon, and Simpsons Bowling. |
| TheShanMan:
Unpausing seems to work great, as does the transition from mame to cpwizard, so thanks a lot! The unpausing brings up a question though. I think cpwizard needs a special "unpause" key. I don't want exit to unpause for 2 reasons. One, I use the "show cp only" with "exit to menu" options, so I don't want to require exiting to the menu, and then exiting the menu to get back to the game. Two, I would want to exit cpwizard without unpausing if I want to enter the mame config menu (tab). So if there was an additional input key that I could set to "p", then that would be what I'd like to have. |
| TheShanMan:
I found a bug I think. If you change key mappings in mame, and then restore them to the default mapping using the delete key (hit delete twice on a modified key mapping - first time changes to "none" and 2nd time changes back to the default without the inverse background/text colors). CPWizard doesn't handle this properly, and looking at a cfg file I think I can see why. Mame doesn't just remove them from the cfg file at that point - it changes them to a special "default" setting. I've attached an example cfg file, in which all mappings have been changed back to defaults. EDIT: this is the same problem that was causing my Player 4 controls to be dimmed as I posted about previously. In that case (simpsons) and this case (asteroids) if I rename the cfg file the problem goes away, so CPWizard doesn't like what it's finding in the cfg files. And while I'm on the topic of changing key mappings, would it be possible to make CPWizard smarter about reloading changed keymap settings? In other words, if I edit the keymap for a particular game, it would be nice if CPWizard would recognize that change without having to close and restart CPWizard, particularly since this is a cabinet with windows hidden (mala is my shell so explorer isn't running). A long time ago (a dozen years maybe!) I remember using some windows api's that get explorer to notify your application if a particular file or directory changes. I don't remember the specifics, or for that matter if that functionality is exposed in C#, but I think that would be a perfect way to get CPWizard to stay up to date with keymap changes. What do you think? Not super critical, but it would definitely be a nice touch. Hope you're not tired of the feedback yet - just let me know if you reach a point where you want me to leave you alone! ;D |
| headkaze:
--- Quote from: TheShanMan on April 13, 2008, 09:32:49 pm ---One more minor issue. For games that have no information for the "alternating" column, the MISC_ALTERNATING label says "simultaneous", which isn't always the case in that circumstance obviously. Is it possible to just make that label blank if "alternating" is unknown? I noticed this with New Rally X, Saint Dragon, and Simpsons Bowling. --- End quote --- Yes I think thats a good point I agree it would be better not to display anything rather than display the incorrect type. I will fix that. --- Quote from: TheShanMan on April 14, 2008, 01:02:45 am ---Unpausing seems to work great, as does the transition from mame to cpwizard, so thanks a lot --- End quote --- I agree, I really like that! Thanks for the cool ideas :) --- Quote from: TheShanMan on April 14, 2008, 01:02:45 am ---The unpausing brings up a question though. I think cpwizard needs a special "unpause" key. I don't want exit to unpause for 2 reasons. One, I use the "show cp only" with "exit to menu" options, so I don't want to require exiting to the menu, and then exiting the menu to get back to the game. Two, I would want to exit cpwizard without unpausing if I want to enter the mame config menu (tab). So if there was an additional input key that I could set to "p", then that would be what I'd like to have. --- End quote --- Hmmm I don't know about this one. If you set the option "Back will exit menu" then you only have to press the back key twice to exit out of CPWizard. And if you want to enter Mame's config menu, just press the pause button again. --- Quote from: TheShanMan on April 14, 2008, 01:28:51 am ---I found a bug I think. If you change key mappings in mame, and then restore them to the default mapping using the delete key (hit delete twice on a modified key mapping - first time changes to "none" and 2nd time changes back to the default without the inverse background/text colors). CPWizard doesn't handle this properly, and looking at a cfg file I think I can see why. Mame doesn't just remove them from the cfg file at that point - it changes them to a special "default" setting. I've attached an example cfg file, in which all mappings have been changed back to defaults. --- End quote --- Thanks for the config example, things like that really help. That "DEFAULT" entry now uses the default input code as it should. So that will be fixed in the next release. --- Quote from: TheShanMan on April 14, 2008, 01:28:51 am ---EDIT: this is the same problem that was causing my Player 4 controls to be dimmed as I posted about previously. In that case (simpsons) and this case (asteroids) if I rename the cfg file the problem goes away, so CPWizard doesn't like what it's finding in the cfg files. --- End quote --- Ahh thats good to know, so the above fix will solve this problem from occuring again. --- Quote from: TheShanMan on April 14, 2008, 01:28:51 am ---And while I'm on the topic of changing key mappings, would it be possible to make CPWizard smarter about reloading changed keymap settings? In other words, if I edit the keymap for a particular game, it would be nice if CPWizard would recognize that change without having to close and restart CPWizard, particularly since this is a cabinet with windows hidden (mala is my shell so explorer isn't running). A long time ago (a dozen years maybe!) I remember using some windows api's that get explorer to notify your application if a particular file or directory changes. I don't remember the specifics, or for that matter if that functionality is exposed in C#, but I think that would be a perfect way to get CPWizard to stay up to date with keymap changes. What do you think? Not super critical, but it would definitely be a nice touch. --- End quote --- You can always use the "Dynamic Data Loading" option to have CPWizard load the data for a game each time. It's a bit slower but will read any changes to config files. --- Quote from: TheShanMan on April 14, 2008, 01:28:51 am ---Hope you're not tired of the feedback yet - just let me know if you reach a point where you want me to leave you alone! ;D --- End quote --- Nope, definitely not tired of your feedback, I think you've made some great suggestions recently. Two of my favourites are hiding Mame minimizing and the auto-unpause. It makes CPWizard appear more seamless almost like it's built into Mame :) |
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