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CPWizard v2.63 Released

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headkaze:


--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---How about if I spend some time researching this for you then? It's the least I can do given all the effort you put into CPW. Let me know if you're interested in pursuing this, and I'll do whatever I can to come up with a pseudo code algorithm to get you started.
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I just had a quick look in the Mame source and saw some interesting files in src\emu\layout. But I think it will be quite complex to add the different views for when you pause to overlay the CP. But I have created a work-around. Check out the CPW website there is a new patch called bezel_0127.diff that will return to previous view. So you can set it to "Dual Over-Under" for example and then when you pause it will overlay the CP on one screen, but unpausing will bring you back to the "Dual Over-Under" view.


--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---I haven't used resident mode in quite some time now, due to the pausing problems I was having. Using bezels does introduce issues as well, but at least it's been something that works for me. Maybe I'll try switching back at some point, but if there is something in particular that you're asking me to test, I certainly could do that for you.
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There were major changes to the way CPW handles Mame's windows so it might be worth taking a look to see if it changes anything for you. I'm interested in getting feedback on if CPW is working okay for dual screen games. When you are playing a game like Super Punchout on two monitors and press the pause key it should minimize both screens and then show CPW menu with a screenshot of the game on the second monitor. Exiting it should have the game maximize back to normal. There are a few special tricks I needed to do to get Mame to maximize properlly including sending custom messages to Mame's game windows. I only have one PC with dual screen to test here so it would be good to know if it works okay for someone else.

Another thing I would appreciate a test of is setting the switchres to 1 which will change the res for each game. Now CPW detects a video mode change and then has a delay (called "Display Change Delay" in the Display Options) which is triggered, then after the delay it will re-adjust the windows to the new resolution.


--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---Just did a quick test with this, and it certainly is a reasonable solution! I'd rather use the mapping system since otherwise it means always having to remember to update the overrides, which just ads extra hassle. But don't take that as a complaint - I can certainly live happily with this if you prefer not to go the route of mapping support for this kind of override.
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I don't see how the mapping system is better than the override system. One just uses the controls and the other uses rom names.


--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---I'll give you a break for now, and then I'll be sure to remind you of the other requests later (you know you can count on that!!!). ;D
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Some ideas are good. Like I do notice the problem with alpha looking very different depending on the background. Something like a default alpha override is a good idea. Another thing you suggested was to allow multiple Label Links. You can sort of do that by using blank images, so create a new image and then just use it as a label link.

TheShanMan:


--- Quote from: headkaze on September 21, 2008, 09:45:01 am ---
--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---How about if I spend some time researching this for you then? It's the least I can do given all the effort you put into CPW. Let me know if you're interested in pursuing this, and I'll do whatever I can to come up with a pseudo code algorithm to get you started.
--- End quote ---

I just had a quick look in the Mame source and saw some interesting files in src\emu\layout. But I think it will be quite complex to add the different views for when you pause to overlay the CP. But I have created a work-around. Check out the CPW website there is a new patch called bezel_0127.diff that will return to previous view. So you can set it to "Dual Over-Under" for example and then when you pause it will overlay the CP on one screen, but unpausing will bring you back to the "Dual Over-Under" view.

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I do think this sounds cool and is great to ensure that the user doesn't end up in the wrong video mode. Not quite what I was hoping for, but looking at the .cfg files it appears all that's saved there is the name of the view, which obviously isn't that helpful with regard to bezel generation logic. I have another idea which I might do some research on, so if anything comes of that, I'll be sure to let you know.


--- Quote from: headkaze on September 21, 2008, 09:45:01 am ---
--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---Just did a quick test with this, and it certainly is a reasonable solution! I'd rather use the mapping system since otherwise it means always having to remember to update the overrides, which just ads extra hassle. But don't take that as a complaint - I can certainly live happily with this if you prefer not to go the route of mapping support for this kind of override.
--- End quote ---

I don't see how the mapping system is better than the override system. One just uses the controls and the other uses rom names.

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I've got so many layouts to manage as it is (since I have swappable panels), that adding more to that is something I dread from the standpoint of maintaining them. But like I said, I can live with it so I'm not complaining.


--- Quote from: headkaze on September 21, 2008, 09:45:01 am ---
--- Quote from: TheShanMan on September 20, 2008, 08:17:20 pm ---I'll give you a break for now, and then I'll be sure to remind you of the other requests later (you know you can count on that!!!). ;D
--- End quote ---

Some ideas are good. Like I do notice the problem with alpha looking very different depending on the background. Something like a default alpha override is a good idea. Another thing you suggested was to allow multiple Label Links. You can sort of do that by using blank images, so create a new image and then just use it as a label link.

--- End quote ---

Either I'm misunderstanding your multiple links comment or you misunderstood my question. I have one joystick object that I'd like to link to all the labels for up/down/left/right. That way if the joystick is unused (single joystick game) it will fade, but it won't fade even for 2 way games. If I can only pick one label, do I pick left? Or up? Either way, it rules out one of the 2 way categories.

I will give resident mode a try, though I may not have an opportunity to do so for a few days.

TheShanMan:


--- Quote from: TheShanMan on July 14, 2008, 04:00:57 pm ---- Remember the KEYCODE_0_PAD vs. KEYCODE_0PAD issue? I've converted mine over to the newer format (kind of forced to by CPW anyway). Well it seems to work great if the definitions are coming from a .cfg file, but for an unaltered keymap where it comes from the built in definitions (i.e. not a game cfg and not the default.cfg), it doesn't seem to work. Specifically, player 4 uses a lot of "PAD" keys but they're all appearing dimmed in games with unaltered keymaps, but games that do have an altered keymap they work fine (in one game I swapped P1 and P3, P2 and P4). Hope that makes sense. If you're confused just say so. :)

EDIT: for now I went into the default key mappings for player 4 and set them to... the default key mappings to get them to appear in default.cfg (i.e. I didn't change the mappings, just re-entered them). That solved the problem with the "PAD" keys. Still needs to be fixed though. :)

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Remember this one? Still broken, and it bit me again tonight. For some reason I lost all my key mappings and had to re-enter them, so my player 4 controls were broken in my layout. Took me a while to figure out what was going on, because I had forgotten about this CPW bug. Got it corrected by forcing the key mappings to show up in default.cfg as mentioned above, but it would be nice to have this fixed for the next time mame loses my key mappings. :)

EDIT: An unrelated question: I don't know if this applies to any other games, but for some Vs. games like Vs. Super Mario Bros (well, that's the only one I'm aware of but I only play 2 of them), it's 2 players alternating, but the 2 players don't share the same set of controls. Each player has his own set of controls. Is there any way to get the player 2 controls in a layout to show up properly with labels and all or would this need to be handled with an override and basically duplicating the player 1 controls?

Jm1010:

Hi! Seems like I have to pushseveral keys to use this tool.... first  "p" then walk down to control panel, then esc. then press P again etc. Is there a simpler way to see a control panel dispaly and then get back to the game?t ???   let say with 2 keys (one to pause and show it and one to return to the game)?



headkaze:


--- Quote from: Jm1010 on September 29, 2008, 09:44:37 pm ---Hi! Seems like I have to pushseveral keys to use this tool.... first  "p" then walk down to control panel, then esc. then press P again etc. Is there a simpler way to see a control panel dispaly and then get back to the game?t ???   let say with 2 keys (one to pause and show it and one to return to the game)?
--- End quote ---

Take a look in Edit-Options->Data there are some options in there that should do what you want, namely "Show CP Only" if you only want to view the CP, and under Input options you have "Back Key will Exit Menu". If you set "Enable Exit Key" and set it to KEYCODE_P then pressing p will exit.

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