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CPWizard v2.63 Released
cadmium:
Actually I tried that and it still didn't work. I'm running 2GB of memory, but it could be a memory leak. Like I said, the only thing that helped was lowering the resolution.
headkaze:
--- Quote from: cadmium on August 06, 2008, 11:09:45 pm ---Actually I tried that and it still didn't work. I'm running 2GB of memory, but it could be a memory leak. Like I said, the only thing that helped was lowering the resolution.
--- End quote ---
Hmm well I've tested it on two machines that have 1 gig of memory and never experienced this problem. It could be a GDI leak of some sort which is easy enough to do, but I am always really careful when dealing with GDI to avoid resource leaking. Another possibility is the zip library I'm using.
There is also a chance that some sort of error is occuring. I would run off a batch then open up the CPWizard.log file and see if there is any error. If there is it's usually a fairly simple thing to fix. Anyway if you can take a look at that and post the log if there is an error I should be able to get it sorted.
TheShanMan:
Hey headkaze, back from vacation. Any news on the non-default display setting problem? Remember, it's where games using display settings other than the default 4:3 (e.g. multi-monitor display games where you pick split screen) don't work with the bezels?
EDIT...
I just edited the super punchout .lay file to stack the 2 screens vertically, and now it works great with the cpw image. If cpw can detect multiple screens, then I think it should be able to handle these cases fairly easily. Although I think more options would need to be added (such as only show screen 0, only show screen 1, show both (I imagine it could use the "vertical orientation" setting to determine whether to stack them or put them side by side).
On another note, I also wonder if cpw could support other non-vertical bezels. I created a modified version of the spy hunter bezel to just show the weapons lights at the bottom of the screen (i.e. got rid of the rest of the bezel). Since there is already an "include vert bezel" option, I wonder if it would be hard for cpw to read and use an existing bezel, scaling the cpw coordinates according to the coordinates defined in the existing bezel? If not, no big deal. I can manually update my custom bezel when I export cpw bezels. But if so, I think there would need to be a source directory added to the dialog for reading existing bezels (rather than just overwriting bezels in the output directory). I'd be curious to know your thoughts here.
And on a totally unrelated note, I just set up a PC steering wheel/pedals for 270 degree wheel games. I'm trying to figure out how to enable/disable the pedal images depending on the game's need for the pedals (e.g. spy hunter has no brake, so it should be grayed). Is this possible with a joystick axis, or half axis (the pedals share the y axis, where brake is like moving a joystick down and gas is like moving it up)? I haven't been able to get that working with the joystick codes.
TheManuel:
Does anyone know if CPWizard imposes any significant CPU overhead while in resident mode but not showing anything?
Thanks.
headkaze:
--- Quote from: TheManuel on August 13, 2008, 12:24:57 pm ---Does anyone know if CPWizard imposes any significant CPU overhead while in resident mode but not showing anything?
Thanks.
--- End quote ---
It takes up memory but no CPU.
TheShanMan: Sorry mate haven't had a chance to look at that issue.