The NEW Build Your Own Arcade Controls

Main => Software Forum => Topic started by: EMDB on August 23, 2013, 04:07:14 am

Title: HyperMap V0.09. Added HyperLaunch support
Post by: EMDB on August 23, 2013, 04:07:14 am
HyperMap: Configure your UltraSticks for Mame launched with Hyperspin

(http://www.emdb.eu/Retrocade/hypermap06a.jpg)

When using Hyperspin as frontend to launch Mame you can use this small application to configure your UltraSticks differently depending on the selected game. After you exit the game HyperMap wil set the UltraSticks to a specific mapping to correctly control HyperSpin again.

Download link: http://www.emdb.eu/Retrocade/HyperMap/HyperMap_V0.09.zip (http://www.emdb.eu/Retrocade/HyperMap/HyperMap_V0.09.zip)

Extract the zip file to a folder. It contains the application, an initial configuration file and a folder with some default mapping configurations (2-way, 4-way, 4-way diagonal and 8-way). You should change your Hyperspin configuration in HyperHQ to call HyperMap.exe instead of your Mame executable. Set execution to 'normal'. Leave the rest as is. HyperMap will use the game parameter to determine which map to download to your UltraSticks and then launch Mame with the parameters configured in HyperHQ.

(http://www.emdb.eu/Retrocade/hyperhq_hypermap.jpg)

As of V0.09 you can also use HyperLaunch. For this you need to copy the HyperMap files to the HyperSpin folder, select HyperLaunch mode both in HyperHQ and in HyperMap. HyperMap will rename HyperLaunch.exe to HyperLaunch2.exe, rename itself to HyperLaunch.exe so HyperSpin thinks it calls HyperLaunch but in fact first calls HyperMap which does it's magic before calling HyperLaunch. Do you still follow?  :dizzy:

If you launch the application without parameters (by double clicking in explorer) you get a dialog where you can configure the paths. You can also configure the default configuration (used for games not specified in the configuration file) and the configuration you want to be applied after the game ends just before returning to HyperSpin:

With this version you can also launch as many custom (non-MAME) games as you want. I like these games like Fix It Felix Jr, Space Commander and Flappy Bird (Arcade version) to appear in my MAME wheel although they are not running in MAME. Just Add an entry in HyperSpin's MAME.xml with a fake romname. I use 'fixitfelixjr', 'spacecommander' and 'flappybird'. That will trigger HyperMap to launch the configured version of the games.

(http://www.emdb.eu/Retrocade/hypermap06b.jpg)

You can let MAME create a list of all supported games with their original joystick directions. Use the command line parameter -listxml to generate this 130MB file. HyperMap can parse this file to populate the games in the configuration file. Only the non-8-way games are added to the configuration file. I added a full MAME V150 config in the zip.

You can even parse the games configured in HyperSpin afterwards to only have the games you are running in the configuration file!

(http://www.emdb.eu/Retrocade/hypermap06c.jpg)

You can let HyperMap show instruction cards before launching the games. You can specify the time the card is shown or set it to infinitive. You can use any button to stop showing the button and launch the game. You can use the MAME pause button (the P key) to keep showing the instruction cards until you press a button / key.

(http://www.emdb.eu/Retrocade/hypermap08-instruction-cards.jpg)

You should create Instruction Cards using the MAME game name and save as *.jpg. I added 2 example Instruction cards:

(http://www.emdb.eu/Retrocade/dkongj-instructioncard.jpg)  (http://www.emdb.eu/Retrocade/pacman-instructioncard.jpg)

You can also configure your game settings manually in HyperMap.cfg. By default 8-way mapping is used for all games. You should list the ones you want to use another mapping for. I already put some examples in the default configuration file. Use the MAME game names to specify them.

[Settings]
ConfigsPath = "F:\Emulators\HyperMap\Configs"
UltraMapPath = "E:\UltraMap\UltraMap.exe"
MamePath = "F:\Emulators\mame64\mame64.exe"
DefaultConfig="8"

[Games]
galaga="2-way"
pooyan="2-way-vertical"
dkong="4-way"
pacman="4-way"
qbert="4-way-diagonal"


I added a modified 4-way diagonal mapping to better control Q-bert. The one which comes along with the UltraMap application is in fact a 8-way mapping which does not work if you use your UltraSticks digitally, e.g. use the harness to connect the UltraStick to an iPAC. You actually need this '4-way rotated 45 degrees clockwise' mapping. I think Andy should bundle this one with the UltraMap application...

(http://www.emdb.eu/Retrocade/qbert-map-ori.jpg)  (http://www.emdb.eu/Retrocade/qbert-map-new.jpg)

I added my Hyperspin themes for the homebrew games as attachments. Space Commander and Flappy Bird are pretty straightforward ones I created myself, the one for Fix It Felix Jr is quite nice. I found it somewhere floating on the interweb. The also contain the wheel images.

(http://www.emdb.eu/Retrocade/fixitfelixjr-hs-theme.jpg)  (http://www.emdb.eu/Retrocade/spacecommander-hs-theme.jpg)

(http://www.emdb.eu/Retrocade/flappybird-hs-theme.jpg)

That's pretty much it. Please let me know your findings if you tried it...

Eric
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EddieArcadian on August 23, 2013, 09:46:38 pm
The directions seem very straightforward and easy.

Games.  I'm sure someone on this forum can round-up a list of game direction-mappings.  All we need is the name of the game and it's number of directions (4-way, 8-way, 2-way, etc).  If someone can procure that, I can drop the list into Excel, use text-to-columns, concatenate the "=" sign, add a couple quotations, and,  BAM!  :burgerking:  we can probably configure a good 80% of the games (thousands of them).  Perhaps this has already been done?
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: jdbailey1206 on August 27, 2013, 07:59:10 am
Eddie,

I am still working on mine but what I did to find the directions was go here (http://www.arcade-museum.com/results.php) and type in the name of the game I needed.  This would result in a generalized information including controller directions and how many buttons.  If you could come up with an excel sheet that was a template I'm sure everyone could fill in their own games. 
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EddieArcadian on August 28, 2013, 09:53:17 pm
I built an Excel template - I'm not sure how we'll keep it updated, but it's a start.

Here it is:
https://www.dropbox.com/s/n5krcx9qs3ljfbi/UltraMap4Mame%20Game%20List%20v1.0.xls (https://www.dropbox.com/s/n5krcx9qs3ljfbi/UltraMap4Mame%20Game%20List%20v1.0.xls)

Also, I wonder if there is any sort of a list like this on the back end of Clrmamepro.  I'm pretty sure Clrmame has the joystick directional info in it.  I don't have it installed, but I wonder if it's a simple text file.  If someone can put it on DropBox, I can put it in the template I made.

~Eddie A
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: jilted on August 28, 2013, 10:03:05 pm
I built an Excel template - I'm not sure how we'll keep it updated, but it's a start.

Here it is:
https://www.dropbox.com/s/n5krcx9qs3ljfbi/UltraMap4Mame%20Game%20List%20v1.0.xls (https://www.dropbox.com/s/n5krcx9qs3ljfbi/UltraMap4Mame%20Game%20List%20v1.0.xls)

Also, I wonder if there is any sort of a list like this on the back end of Clrmamepro.  I'm pretty sure Clrmame has the joystick directional info in it.  I don't have it installed, but I wonder if it's a simple text file.  If someone can put it on DropBox, I can put it in the template I made.

~Eddie A

maybe host on google docs and give write access to with anyone interested in contributing?
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on August 29, 2013, 04:47:51 am
There seems another way: Set the sticks to analog and let MAME do the mapping based on the games. e.g. only change the default mapping for specific games.

There is even an editor for this:

(http://headsoft.com.au/images/mamejoymap.png)

http://headsoft.com.au/index.php?category=mame&page=joymap (http://headsoft.com.au/index.php?category=mame&page=joymap.)

Which way is better: program the U360 for each game or let MAME handle the mappings?
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EddieArcadian on August 30, 2013, 11:47:33 am
I asked Andy with Ultimarc the exact same question, and here was his reply...

"Mame will automatically map an analog stick to the game and this applies to the U360. But its more accurate to send maps to the stick. I should really know what, if any, front ends support auto-sending of maps. I do know that Game-Ex requested the info on this and also Mala but I have lost track of what software actually implemented it."

Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on August 30, 2013, 06:12:25 pm
I asked Andy with Ultimarc the exact same question, and here was his reply...

"Mame will automatically map an analog stick to the game and this applies to the U360. But its more accurate to send maps to the stick. I should really know what, if any, front ends support auto-sending of maps. I do know that Game-Ex requested the info on this and also Mala but I have lost track of what software actually implemented it."
So I guess UltraMap4Mame may become handy afterall  ;D It works fine on my Desktop PC Hyperspin setup. Once I will build my Arcade Machine back up after some final painting I will install and test it for real...
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EddieArcadian on August 30, 2013, 08:31:04 pm
I found this list of 4-player games:
http://armchairarcade.com/neo/node/486 (http://armchairarcade.com/neo/node/486)
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EddieArcadian on August 30, 2013, 08:37:53 pm
Even better... found ROMLister...
http://www.waste.org/~winkles/ROMLister/ (http://www.waste.org/~winkles/ROMLister/)

Looks like it has a "save list to file" feature too.  Bam!
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on September 02, 2013, 04:55:38 am
I found this list of 4-player games:
http://armchairarcade.com/neo/node/486 (http://armchairarcade.com/neo/node/486)
Thanks. I used this list to complete my UltraMap4Mame configuration file for the about 150 games I currently have configured in Hyperspin. I only added the 2/4-ways as all other will default to 8-way anyway. I attached the file for reference.
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: headkaze on September 02, 2013, 04:27:08 pm
You should be getting the control info from Mame's own xml output file (mame.exe -listxml) by parsing it. You should also be using Controls.dat (http://controls.arcadecontrols.com/controls/controls.php).

Be aware the input format for Mame has changed recently (http://forum.arcadecontrols.com/index.php/topic,134040.0.html).
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on September 02, 2013, 05:28:03 pm
You should be getting the control info from Mame's own xml output file (mame.exe -listxml) by parsing it. You should also be using Controls.dat (http://controls.arcadecontrols.com/controls/controls.php).

Be aware the input format for Mame has changed recently (http://forum.arcadecontrols.com/index.php/topic,134040.0.html).
I wasn't even aware of the -listxml parameter. I tried it on my 0.148 build and it generated a 130MB XML file. Way too big to parse every time. I think I will add an option to UltraMap4Mame to extract the required directions per game from the xml file and store it in UltraMap4Mame.ini.

What should be the benifit from Controls.dat as it seems quite outdated?

Thanks for this info!
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on September 05, 2013, 02:52:15 am
I compiled my MAME 0.149 with hi-scores, no-nags and support for dkongpe (thanks for the MAME compiler HeadKaze  ;) ) and created a new listxml.

Reading and parsing this 133MB text file took my application just over 13 minutes. I ended up with over 1000 games with 2 or 4-way directions. Because my Hyperspin setup only holds about 200 games it would be nice to only list the ones actually used. So I added a parser for the MAME database from Hyperspin too which removes all non used games from the configuration. I ended up with 23 2 and 4-way games.

You can download it here: https://dl.dropboxusercontent.com/u/82432150/UltraMap4Mame_V0.02.zip

(https://dl.dropboxusercontent.com/u/82432150/Retrocade/ultramap4mame02.jpg)

Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on September 06, 2013, 04:40:53 pm
I finally mounted an U360 in my cabinet in progress so I could try UltraMap4Mame myself. It works just fine but...

If you launch a 2-way game the U360 is set to 2-way before MAME is launched. Seems fine. Playing the game is fine but after exiting MAME and returning to HyperSpin the U360 is still in 2 way mode which makes ik kinda hard to select another game  :banghead:

I created a new version which waits for MAME to finish and sets the stick to 8-way before exiting and returning to HyperSpin.  :cheers:

I will create a new official version soon...
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on September 25, 2013, 08:42:33 am
Version 0.03 released. I updated the start post with all info and the download link.
Title: Re: UltraMap4Mame: V0.04 released
Post by: EMDB on November 04, 2013, 04:14:22 pm
Version 0.04 released. Added support to launch your favorite Fix It Felix Jr emulator from within the MAME wheel. Added a full MAME V150 joystick directions for all games configuration. Some small improvements and cosmetic changes.

(https://dl.dropboxusercontent.com/u/82432150/Retrocade/fixitfelixjr_hyperspin_wheel.jpg)  (https://dl.dropboxusercontent.com/u/82432150/Retrocade/fixitfelixjr_hyperspin.jpg)

I updated the start post with all info and the new download link.
Title: UltraMap4Mame: V0.04 released - Added support for Fix It Felix Jr.
Post by: epetti on November 04, 2013, 04:52:16 pm
Using this and it's been great so far. Two questions:

Would it be possible to add filtering of the mame XML for games that require analog stick? At least 0.03 did not support that. I even hand tweaked the config file to map to analog for light gun games, although that may not be generally desired.

Second, I'm not sure if UltraMap itself supports this, but is there any mapping that can map it to keys rather than acting as a joystick? I've been having a ton of issues with getting the Ultrastik to behave with the Hyperspin wheel and not just either not respond or spin indefinitely. Also, for some one off games using up, down, left, right rather than joystick can be convenient.
Title: Re: UltraMap4Mame: V0.04 released - Added support for Fix It Felix Jr.
Post by: EMDB on November 04, 2013, 05:51:42 pm
Using this and it's been great so far. Two questions:

Would it be possible to add filtering of the mame XML for games that require analog stick? At least 0.03 did not support that. I even hand tweaked the config file to map to analog for light gun games, although that may not be generally desired.

Second, I'm not sure if UltraMap itself supports this, but is there any mapping that can map it to keys rather than acting as a joystick? I've been having a ton of issues with getting the Ultrastik to behave with the Hyperspin wheel and not just either not respond or spin indefinitely. Also, for some one off games using up, down, left, right rather than joystick can be convenient.
Analog sticks are not supported.
Regarding the mapping: This is what I do: use the digital mode of the sticks: connect the 5 wires of the harness to the digital inputs of your iPAC. The sticks than work digitally (like any micro switch controlled stick) This way it will trigger key presses which work in every emu / frontend...
Title: Re: UltraMap4Mame: V0.04 released - Added support for Fix It Felix Jr.
Post by: epetti on November 04, 2013, 06:05:35 pm
Ah, I see.  One of the primary reasons I got the Ultrastik was for the analog support, so that approach won't work for me.  Your program still seems to work fine in that mode -- I just added the analog mapping and manually pulled all games that had "stick" or "lightgun" as their control.  Just doesn't solve the Hyperspin issue.
Title: Re: HyperMap: V0.04 released - Added support for Fix It Felix Jr.
Post by: EMDB on November 05, 2013, 09:34:08 am
I updated the name of the application to HyperMap to comply to the naming of HyperHQ, HyperSync and HyperLauch...
Title: Re: HyperMap: V0.04 released - Added support for Fix It Felix Jr.
Post by: Fursphere on November 05, 2013, 11:45:19 am
I think the way this is normally done is to use LEDBlinky plugin for Hyerpsin (found in HyperHQ I think?) trigger the Ultrastik to change maps. 

I've been trying to find more specific information and haven't got anything concrete yet.
Title: Re: HyperMap: V0.04 released - Added support for Fix It Felix Jr.
Post by: EMDB on November 05, 2013, 02:21:23 pm
I think the way this is normally done is to use LEDBlinky plugin for Hyerpsin (found in HyperHQ I think?) trigger the Ultrastik to change maps. 

I've been trying to find more specific information and haven't got anything concrete yet.
Sure LEDBlinky can do this as additional option but HyperMap is free, light-weighted, very easy to configure and it can add Fix It Felix Jr to the HyperSpin MAME wheel. And features will grow in time...
(http://www.disney.co.za/wreck-it-ralph/images/characters/felix.png)
Title: Re: HyperMap: V0.04 released - Added support for Fix It Felix Jr.
Post by: Fursphere on November 05, 2013, 02:25:36 pm
Ya, I forgot LEDBlinky was $20.

Although anyone charging money for products that support emulation based hobbies is beyond me...   
Title: Re: HyperMap: V0.04 released - Added support for Fix It Felix Jr.
Post by: headkaze on November 05, 2013, 10:37:06 pm
I updated the name of the application to HyperMap to comply to the naming of HyperHQ, HyperSync and HyperLauch...

*HyperYawn*  ::)

Although anyone charging money for products that support emulation based hobbies is beyond me...

Going by that logic the UltraStik hardware should be free too right?
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: headkaze on November 05, 2013, 10:42:59 pm
Mame will automatically map an analog stick to the game and this applies to the U360. But its more accurate to send maps to the stick.

How is programming the UltraStik's more accurate than using Mame's built in control mapping and the Mame Joystick Map Editor (http://headsoft.com.au/index.php?category=mame&page=joymap)? Has anyone done any actual tests to prove this theory?
Title: Re: UltraMap4Mame: Configure your UltraSticks for Mame launched with Hyperspin
Post by: EMDB on November 06, 2013, 02:14:39 am
How is programming the UltraStik's more accurate than using Mame's built in control mapping and the Mame Joystick Map Editor (http://headsoft.com.au/index.php?category=mame&page=joymap)? Has anyone done any actual tests to prove this theory?
I use my UltraStik digital (wired to an iPAC). I just want my sticks to "auto" switch 2-4-8 way. For digital sticks the MAME internal mapping is useless. The decision which switches are hit is already made by the stick...
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 05, 2014, 01:55:22 pm
Version 0.06 released:

(https://dl.dropboxusercontent.com/u/82432150/Retrocade/hypermap06a.jpg)

- Added support to launch the homebrew arcade games Space Commander (http://forum.arcadecontrols.com/index.php/topic,137264.0.html (http://forum.arcadecontrols.com/index.php/topic,137264.0.html)) and Flappy Bird Arcade Edition (http://forum.arcadecontrols.com/index.php/topic,138051.0.html (http://forum.arcadecontrols.com/index.php/topic,138051.0.html)) from within the MAME wheel besides the already supported game Fix It Felix Jr.
- Added an option to use the application without having UltraStiks, so just as a launcher for the custom games from the Hyperspin MAME wheel.

(https://dl.dropboxusercontent.com/u/82432150/Retrocade/fixitfelixjr-hs-theme.jpg)  (https://dl.dropboxusercontent.com/u/82432150/Retrocade/spacecommander-hs-theme.jpg) 

(https://dl.dropboxusercontent.com/u/82432150/Retrocade/flappybird-hs-theme.jpg)

I updated the start post with all info and the new download link.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 05, 2014, 04:45:43 pm
I also added my Hyperspin themes for the homebrew games to the start post. Space Commander and Flappy Bird are simple ones I created myself, the one for Fix It Felix Jr is quite nice. I found it on the web.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 25, 2014, 05:06:10 pm
Why not just use LEDBlinky to set U360 maps? Works for me, sets maps for games other than mame as well.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 25, 2014, 05:18:08 pm
Why not just use LEDBlinky to set U360 maps? Works for me, sets maps for games other than mame as well.
Because I like to program myself? And it's free. And It can launch homebrew games from the MAME wheel...
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 25, 2014, 11:53:37 pm
Because I like to program myself? And it's free. And It can launch homebrew games from the MAME wheel...

Not sure what you mean by 'homebrew', LEDBlinky will set maps for any game you can launch through Hyperspin without it having to built into a special tab in the app.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: Howard_Casto on March 26, 2014, 12:05:59 am
Some people enjoy re-inventing the wheel, so there isn't any talking to them.  Most of the "new" and "innovative" hyper-spin centric apps you see were first done by me over a decade ago only I made them generic so they would work with any fe, but people can't be bothered to use google I guess.  (Not this particular device, but the point still stands)

I'm not knocking any of the stuff btw... it all works, and works well.  I just don't understand why programmers in our hobby waste their precious time fixing problems that have already been fixed when there are so many other annoying problems they could tackle. 
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 26, 2014, 03:47:45 am
Because I like to program myself? And it's free. And It can launch homebrew games from the MAME wheel...

Not sure what you mean by 'homebrew', LEDBlinky will set maps for any game you can launch through Hyperspin without it having to built into a special tab in the app.
Can LEDBlinky run Fix It Felix Jr (a non MAME game) from the MAME wheel of Hyperspin?

Some people enjoy re-inventing the wheel, so there isn't any talking to them...
You gotta be kidding with this one  :dunno

Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: Howard_Casto on March 26, 2014, 10:01:59 am
No, sorry I'm not.  Again, use google. 

Advanced filtering system that can put any game from any emulator together on a single list and filter off anything based on any category.  Yup DK's external listgen did that and I made it external so anyone could use it.  The ability to launch problem games... yup had wrappers for that.  The ability to run web-based games.... check.  Pinball launchers, hacks to launch particular pc games.  It's all pretty much been there, done that at this point. 

Why didn't a make one to remap the U360?  Because LEDBlinky beat me to it (along with a command line app) and I take my own advice.  ;)

I'm not trying to be harsh, it's just after hearing the same questions over and over for 15 years or so you'd think people would wise up. Unless it's a brand new emulator or game, your problem has already surfaced and it's been dealt with by somebody.  I don't even direct people to my apps anymore, because when I do they ask me specifically how to set them up for their particular application even though they are well-documented and self-explanatory. 

I just worry about you man.  You are trying to make things so turn key that you've went down the "I'll support individual games automatically" rabbit-hole.  That's a way to burn yourself out.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 26, 2014, 10:29:31 am
Can LEDBlinky run Fix It Felix Jr (a non MAME game) from the MAME wheel of Hyperspin?

Yes, LEDBlinky can set a map for any game you run out of Hyperspin, it keeps a custom list.

I agree with Howard that it can be frustrating to see time an effort go into something that's already been done, often times better. My bigger concern though was that it can muddy the waters for new users. When I saw this offered up as a solution in another thread with no mention of LEDBlinky I wanted to comment.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 26, 2014, 11:03:01 am
Can LEDBlinky run Fix It Felix Jr (a non MAME game) from the MAME wheel of Hyperspin?

Yes, LEDBlinky can set a map for any game you run out of Hyperspin, it keeps a custom list.

I agree with Howard that it can be frustrating to see time an effort go into something that's already been done, often times better. My bigger concern though was that it can muddy the waters for new users. When I saw this offered up as a solution in another thread with no mention of LEDBlinky I wanted to comment.
You CANT launch different executables from a single Wheel in HyperSpin using LEDBlinky. Therefore I created this. Depending on the selected game it launches mame.exe or fifjr.exe (or flappybird.exe or spacecommander.exe). I made it for myself. As I thought it would be handy for others too (as it is really easy to set up) I wanted to share it. I don't want to compete with LEDBlinky.

I really don't understand what is wrong with creating your own tool even if the functionality would already be available. It's my time. I feel I'm wasting it with defending the existence of the tool more than creating it.

Therefore I will stop this useless discussion. Use it if you want. Use LEDBlinky if you like that better. But stop wasting my time  :dunno
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: epetti on March 26, 2014, 11:04:12 am
I have to say I use this program and it's great. It's very easy to use and only tries to do one thing. I looked at LED Blinky, but there is so much to it that I didn't need, and a setup that was relatively complex.

Probably would have gone there if this didn't exist, but I'm a fan of tools that only try to accomplish one thing, and do that thing simply and well. So I think this did fill a hole. Just commenting as a grateful user.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 26, 2014, 12:16:31 pm
You CANT launch different executables from a single Wheel in HyperSpin using LEDBlinky. Therefore I created this. Depending on the selected game it launches mame.exe or fifjr.exe (or flappybird.exe or spacecommander.exe). I made it for myself. As I thought it would be handy for others too (as it is really easy to set up) I wanted to share it. I don't want to compete with LEDBlinky.
Sure you can, just set it up as a separate emulator. You can run multiple emulators from a single wheel.

I really don't understand what is wrong with creating your own tool even if the functionality would already be available. It's my time. I feel I'm wasting it with defending the existence of the tool more than creating it.

Not asking you to defend anything, spend all the time you want. My initial question was simply 'why not just use LEDBlinky' a tool that already works very well for this. 

Therefore I will stop this useless discussion. Use it if you want. Use LEDBlinky if you like that better. But stop wasting my time  :dunno
:cry:
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: Howard_Casto on March 26, 2014, 02:22:43 pm
I'm sorry if I offended you man, you seem to have taken our comments the wrong way.

This hobby is a massive time sink, it's a pain in the butt that way.  Especially when you start getting into the programming aspect of it, you have to learn to pick and choose your battles or it'll drive you crazy.  I used to write everything and anything myself... I dunno maybe I was trying to prove something?  Now I just work on these obscure projects/problems that absolutely nobody would touch with a 10 foot pole but me.  I've found that in the long run that's more rewarding.

I'm sure that it's great and works well.  That wasn't what I meant.   

I guess what I'm saying is I think you are better than somebody stuck doing grunt work.  Save that stuff for someone new to programming that needs a good "first project". 
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 26, 2014, 02:48:39 pm
You CANT launch different executables from a single Wheel in HyperSpin using LEDBlinky. Therefore I created this. Depending on the selected game it launches mame.exe or fifjr.exe (or flappybird.exe or spacecommander.exe). I made it for myself. As I thought it would be handy for others too (as it is really easy to set up) I wanted to share it. I don't want to compete with LEDBlinky.
Sure you can, just set it up as a separate emulator. You can run multiple emulators from a single wheel.
You can't. Every game is launched with the same executable (MAME) for the whole wheel. In my case the executable is HyperMap who decides which executable to actually launch depending on the game parameter.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 27, 2014, 10:18:22 am
You can't. Every game is launched with the same executable (MAME) for the whole wheel. In my case the executable is HyperMap who decides which executable to actually launch depending on the game parameter.

... a problem you wouldn't have with LEDBlinky as you don't set it as the executable. After enabling LEDBlinky in Hyperspin you launch games normally from each emu setup and Hyperspin passes command line param's for which game is launching and which U360 map to set.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 27, 2014, 10:49:24 am
...After enabling LEDBlinky in Hyperspin you launch games normally from each emu setup...
And there's your problem: you can only configure one emulator per wheel so all games must run in MAME for the MAME wheel...
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 27, 2014, 11:41:06 am
And there's your problem: you can only configure one emulator per wheel so all games must run in MAME for the MAME wheel...

That's not accurate.

You can run multiple emulators from the same wheel by changing the exe in the xml file for a game. For instance, in the xml for MAME you could place <exe>Zinc</exe> for a game to run it in Zinc instead. You can run as many differently emulators from a single wheel as you want.

If you had multiple versions of Zinc you could setup a separate emulator for each version (Zinc1, Zinc2, Zinc3) and use whichever you like by changing the exe for game in the xml file for that wheel...  <exe>Zinc1</exe> <exe>Zinc2</exe> <exe>Zinc3</exe>
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 27, 2014, 01:56:58 pm
You can run multiple emulators from the same wheel by changing the exe in the xml file for a game. For instance, in the xml for MAME you could place <exe>Zinc</exe> for a game to run it in Zinc instead. You can run as many differently emulators from a single wheel as you want.

If you had multiple versions of Zinc you could setup a separate emulator for each version (Zinc1, Zinc2, Zinc3) and use whichever you like by changing the exe for game in the xml file for that wheel...  <exe>Zinc1</exe> <exe>Zinc2</exe> <exe>Zinc3</exe>
I did not know that. So you can mix wheels. You could solve it that way I guess. Thanks for sharing this. I still prefer my way though  ::)
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 27, 2014, 03:04:09 pm
Yep, you can mix wheels. You still have to set an emu type when creating the wheel but can basically override it on a per game basis by modifying the xml, it's quite useful. Happy to share.  :cheers:

Not sure why you like your way better but I certainly don't begrudge you creating HyperMap or using it yourself if it works for you. I asked 'why not just use LEDBlinky' because I wanted to see if I was overlooking something HyperMap does functionality-wise that LEDBlinky doesn't. For me, needing the developer to create a special tab for each new game I'd want to add a map for makes HyperMap unusable even if I did want to switch from LEDBlinky.  Also since you need to set HyperMap as the exe file it probably doesn't integrate nicely with the newest HyperLaunch which would be a deal breaker. Have you tried it with the newest version of HyperLaunch?
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 27, 2014, 05:48:27 pm
Yep, you can mix wheels. You still have to set an emu type when creating the wheel but can basically override it on a per game basis by modifying the xml, it's quite useful. Happy to share.  :cheers:

Not sure why you like your way better but I certainly don't begrudge you creating HyperMap or using it yourself if it works for you. I asked 'why not just use LEDBlinky' because I wanted to see if I was overlooking something HyperMap does functionality-wise that LEDBlinky doesn't. For me, needing the developer to create a special tab for each new game I'd want to add a map for makes HyperMap unusable even if I did want to switch from LEDBlinky.  Also since you need to set HyperMap as the exe file it probably doesn't integrate nicely with the newest HyperLaunch which would be a deal breaker. Have you tried it with the newest version of HyperLaunch?
I don't think HyperMap can do anything more or better than LEDBlinky / HyperSpin but it has all it does in a single GUI with very easy setup. I don't use HyperLauch as my cab currently only runs MAME and the additional games Sjaak's Fix It Felix Jr, Flappy Bird Arcade Edition and the amazing cool Space Commander which are covered just fine with HyperSpin + HyperMap.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 2600 on March 28, 2014, 09:40:20 am
I've been in this hobby a long time and after recently having to choose between the two apps in question I'll throw my thoughts into this discussion.

I chose Hypermap over LEDblinky.  LEDblinky is very powerful and can probably do everything I want and more.  It's a bit more complicated to setup and it appears to have a license cost.  None of those are necessarily a negative, I just didn't see the need to go down that path.  Hypermap was easy to setup, did everything I needed to, and didn't have a license cost.  I actually liked using Hypermap, there's probably one or two features that would be nice to have, but overall it works well and I even though there is a pretty interface I can still configure everything how I want it behind the scenes.

As for the general discussion about people writing the same software, I've got no problems with that.  BYOAC has always been a good way for people to have a good discussion, share ideas, and for some a way to learn and/or develop their skills as a programmer or developer.  There's not much of a better way then writing something that someone else has done, but doing it a little different or writing it in another language.  If anything, the only gripes I've had with SW development here is there isn't more open source software or open source libraries.   I've always thought it would be more helpful if some of the old timers, and I'm looking at you Howard, had basic tutorials and example for our young programmers.  Simple crap like a library to parse the MAME XML and explaining what you can do with that.  Taking that and rewriting it in another language just to learn or share or using common libraries across multiple projects always seemed like it would of been a lot more productive for the community.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 28, 2014, 10:28:35 am
...Hypermap was easy to setup, did everything I needed to, and didn't have a license cost.  I actually liked using Hypermap, there's probably one or two features that would be nice to have...
Which features do you miss?
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 2600 on March 28, 2014, 10:34:15 am
...Hypermap was easy to setup, did everything I needed to, and didn't have a license cost.  I actually liked using Hypermap, there's probably one or two features that would be nice to have...
Which features do you miss?

Let me get back to you on that.  I got a little side tracked resetting up my cab for the past couple of weeks and want to revisit so that everything is fresh in my head.  It maybe nothing, but if I have comments or suggestions I'll share them.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 30, 2014, 02:05:09 am
To recap the differences:

– Hypermap is free, LEDBlinky is $20 to though it also manages all LED control.
– Hypermap can't be used with the newest Hyperlaunch, a huge negative in my book as it's great software.
– Hypermap can't set maps for games outside of mame other than the 3 currently built in.
– LEDBlinky will set maps for any emulator/game.
– LEDBlinky automatically keeps a list of unknown games you've launched so you can add LED or map assignment for them if they don't exist.
– LEDBlinky integration is basically built into Hyperspin, it's a selection box to enable it, no changing the exe in your wheel.
– LEDBlinky is a mature app that's been around for some time and is well supported and documented.

If your needs are very simple then sure Hypermap will probably work for you, for anything more advanced or wanting to assign maps for multiple emu's the choice is LEDBlinky.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 2600 on March 31, 2014, 11:09:14 am
To recap the differences:

– Hypermap is free, LEDBlinky is $20 to though it also manages all LED control.
– Hypermap can't be used with the newest Hyperlaunch, a huge negative in my book as it's great software.
– Hypermap can't set maps for games outside of mame other than the 3 currently built in.
– LEDBlinky will set maps for any emulator/game.
– LEDBlinky automatically keeps a list of unknown games you've launched so you can add LED or map assignment for them if they don't exist.
– LEDBlinky integration is basically built into Hyperspin, it's a selection box to enable it, no changing the exe in your wheel.
– LEDBlinky is a mature app that's been around for some time and is well supported and documented.

If your needs are very simple then sure Hypermap will probably work for you, for anything more advanced or wanting to assign maps for multiple emu's the choice is LEDBlinky.

Mostly correct, but a bit of a narrow minded view.  I still don't understand all the pushback for someone offering up a useful piece of software at BYOAC.  Maybe I haven't been hanging around here enough anymore or have just been avoiding the software forum for too long to see what it has become.

A few comments about your "summary"
1. I believe your comment about HyperLaunch are wrong.  Depends on what you say the newest version is, but using the test method with 3.0.0.9 seemed to work for me.  I don't use HyperLaunch though and don't think I will use it to do any further testing.  I assume you did further testing.
2. Your comment about other emulators is somewhat correct.  It doesn't support setting for specific emulators, but a lot of emulators are 8way which could be the same as how you have configured Hyperspin if using Hyperspin so there may not be a need to set them.  Just depends what you are doing.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 8BitMonk on March 31, 2014, 01:10:31 pm
Mostly correct, but a bit of a narrow minded view.  I still don't understand all the pushback for someone offering up a useful piece of software at BYOAC.  Maybe I haven't been hanging around here enough anymore or have just been avoiding the software forum for too long to see what it has become.

My comments aren't narrow minded or inflammatory in any way, simply comparative and informational. There's no 'pushback', just commentary and questions which for some odd reason offends you. It's beneficial to know the options of similar pieces of software and to see how they relate or differ. Isn't a forum for discussion?

1. I believe your comment about HyperLaunch are wrong.  Depends on what you say the newest version is, but using the test method with 3.0.0.9 seemed to work for me.  I don't use HyperLaunch though and don't think I will use it to do any further testing.  I assume you did further testing.

With Hypermap you're changing the targeted mame exe in HyperHQ and not using the new Hyperlaunch emu setups and are limited to the one emulator, mame in the case of the example. My point was that you couldn't use Hypermap to set a map for other emulators, Dolphin or EPSXE for example. 

2. Your comment about other emulators is somewhat correct.  It doesn't support setting for specific emulators, but a lot of emulators are 8way which could be the same as how you have configured Hyperspin if using Hyperspin so there may not be a need to set them.  Just depends what you are doing.

You can. You set maps based on what the primary controls are for any emulator. Look at the Controls Editor.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 2600 on March 31, 2014, 01:32:32 pm

1. I believe your comment about HyperLaunch are wrong.  Depends on what you say the newest version is, but using the test method with 3.0.0.9 seemed to work for me.  I don't use HyperLaunch though and don't think I will use it to do any further testing.  I assume you did further testing.

With Hypermap you're changing the targeted mame exe in HyperHQ and not using the new Hyperlaunch emu setups and are limited to the one emulator, mame in the case of the example. My point was that you couldn't use Hypermap to set a map for other emulators, Dolphin or EPSXE for example. 

I don't fully follow you so bare with me.  I was responding to your statement that Ultramap can't be used with the latest Hyperlaunch.  I'm saying you can and instead of setting up Hypermap in HyperHQ that you set it up in Hyperlaunch just like I assume you do with MAME.  I don't use Hyperlaunch, but I'm assuming you set it up and don't use the default settings.

If you were just trying to make the statement that it can't be used with other emulators, then I was confused at what your were trying to get across as you basically said the same statement again 2 times directly after your first statement about Hyperlaunch.

Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on March 31, 2014, 03:26:20 pm

1. I believe your comment about HyperLaunch are wrong.  Depends on what you say the newest version is, but using the test method with 3.0.0.9 seemed to work for me.  I don't use HyperLaunch though and don't think I will use it to do any further testing.  I assume you did further testing.

With Hypermap you're changing the targeted mame exe in HyperHQ and not using the new Hyperlaunch emu setups and are limited to the one emulator, mame in the case of the example. My point was that you couldn't use Hypermap to set a map for other emulators, Dolphin or EPSXE for example. 
You CAN use HyperMap with the latest HyperLaunch. HyperMap it put between Hyperspin and MAME but you can also put it between Hyperspin and HyperLaunch. I currently don't use HyperLaunch myself.

But again, use my software if you want, use LEDBlinky if you like. I don't care, I created HyperMap for myself and shared it because I thought there might be some people interested. And given the response there are. If you need additional functionality I might add it.

I don't fully follow you so bare with me.  I was responding to your statement that Ultramap can't be used with the latest Hyperlaunch.  I'm saying you can and instead of setting up Hypermap in HyperHQ that you set it up in Hyperlaunch just like I assume you do with MAME.  I don't use Hyperlaunch, but I'm assuming you set it up and don't use the default settings.

If you were just trying to make the statement that it can't be used with other emulators, then I was confused at what your were trying to get across as you basically said the same statement again 2 times directly after your first statement about Hyperlaunch.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: 2600 on March 31, 2014, 10:39:17 pm
...Hypermap was easy to setup, did everything I needed to, and didn't have a license cost.  I actually liked using Hypermap, there's probably one or two features that would be nice to have...
Which features do you miss?

Got a chance to play with it again and there isn't really anything I need added.  It would be nice if when you parsed MAME's XML file and the game reported a paddle or stick that you mapped it to analog.  I only have a handful of these types of games and added them by hand, but it would be nice to have feature.  A couple of example games are outrun, star wars, and food fight.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on April 01, 2014, 02:38:14 am
...Hypermap was easy to setup, did everything I needed to, and didn't have a license cost.  I actually liked using Hypermap, there's probably one or two features that would be nice to have...
Which features do you miss?

Got a chance to play with it again and there isn't really anything I need added.  It would be nice if when you parsed MAME's XML file and the game reported a paddle or stick that you mapped it to analog.  I only have a handful of these types of games and added them by hand, but it would be nice to have feature.  A couple of example games are outrun, star wars, and food fight.
That I can do. I also will make the non-MAME games more generic so you can add whatever game you like in a next version...
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: spratkobasa on April 01, 2014, 12:16:29 pm
First off EMDB this program is awesome.  It's an awesome tool for my 4 player u360 setup.  The only thing I would add is a setting to change it to Analog when it gets back to Hyperspin.  I figured out how to do that myself but I ran into the problem where I lost my analog when I went in and out of MAME then when to n64 games.
Title: Re: HyperMap: V0.06 released - Added support for Flappy Bird and Space Commander
Post by: EMDB on April 01, 2014, 12:50:41 pm
You CAN already select which mapping to apply after exiting MAME: it's called 'HyperSpin config'. I did not add analog  to the configurations but you could do that yourself. It will than automagically appear in the dropdown. I will add the analog configuration to the next version. I prefer 4-way for HyperSpin myself.
Title: Re: HyperMap: V0.07 released - Added support for generic custom games
Post by: EMDB on April 05, 2014, 07:40:53 am
I updated HyperMap to support custom games instead of the fixed ones. I also added support for analog maps and analog games are also detected when parsing Mame's games XML file.

I updated the start post with the new info and download link to the new version.
Title: Re: HyperMap: V0.07 released - Added support for generic custom games
Post by: 2600 on April 08, 2014, 12:57:47 pm
I updated HyperMap to support custom games instead of the fixed ones. I also added support for analog maps and analog games are also detected when parsing Mame's games XML file.

I updated the start post with the new info and download link to the new version.

Worked for me.  The XML parsing could probably use some tuning, but since you only do it once it's not really a big deal.

Thanks for adding the support in.
Title: Re: HyperMap: V0.07 released - Added support for generic custom games
Post by: EMDB on April 23, 2014, 03:24:45 pm
*** WORK IN PROGRESS ***

I'm working on a new feature I wanted to add to my cab: show instruction cards before the game starts.

The basics are working: If the option is enabled a full screen image is shown for a configurable amount a time (default is 5 sec) if present. The file name should be mame-game-name.jpg in an InstructionCards sub folder of the HyperMap installation. Hitting a button stops displaying the image and launches the game.

Any thoughts or requests to be added / changed to this new feature?

I made some examples composed from the MAME artwork:

(https://dl.dropboxusercontent.com/u/82432150/Retrocade/dkongj-instructioncard.jpg)  (https://dl.dropboxusercontent.com/u/82432150/Retrocade/mslug2-instructioncard.jpg)


Title: Re: HyperMap: V0.08 WIP - show instruction cards before launching the games
Post by: 2600 on April 24, 2014, 02:40:28 pm
I suggest making the folder location configurable.
Title: Re: HyperMap: V0.08 WIP - show instruction cards before launching the games
Post by: EMDB on April 25, 2014, 01:51:25 am
I suggest making the folder location configurable.
Done  :cheers:
Title: Re: HyperMap: V0.07 released - Added support for generic custom games
Post by: bleasby on April 25, 2014, 09:20:18 am
*** WORK IN PROGRESS ***

I'm working on a new feature I wanted to add to my cab: show instruction cards before the game starts.

The basics are working: If the option is enabled a full screen image is shown for a configurable amount a time (default is 5 sec) if present. The file name should be mame-game-name.jpg in an InstructionCards sub folder of the HyperMap installation. Hitting a button stops displaying the image and launches the game.


I did not read all the thread, but you are using HyperLaunch?

If you are using hyperlaunch 3, you can do this already and very easily by using the fade feature or the instruction cards bezel feature.
Title: Re: HyperMap: V0.07 released - Added support for generic custom games
Post by: EMDB on April 25, 2014, 03:38:37 pm
I did not read all the thread, but you are using HyperLaunch?

If you are using hyperlaunch 3, you can do this already and very easily by using the fade feature or the instruction cards bezel feature.
I don't use HyperLaunch. HyperMap is a kind of HyperLaunch Lite. Just to Map the U360s, run non-MAME games from the MAME wheel and now also showing instruction cards. It's very easy to set up. I created it to map my U360. Later I added support for fix It Felix Jr and now I thought is was a nice add on to show instruction cards or maybe button configurations when starting a game.

I decided to make it publically available but by no means I'm going to compete with or take people away from Hyperlaunch.

Title: Re: HyperMap: V0.07 released - Added support for generic custom games
Post by: bleasby on April 25, 2014, 03:42:55 pm
I don't use HyperLaunch. HyperMap is a kind of HyperLaunch Lite. Just to Map the U360s, run non-MAME games from the MAME wheel and now also showing instruction cards. It's very easy to set up. I created it to map my U360. Later I added support for fix It Felix Jr and now I thought is was a nice add on to show instruction cards or maybe button configurations when starting a game.

Nice. I just wanted to give you a heads for sparing your time if that was the case.

If you want any help based on our experience with making these things working for hyperlaunch just let me know.



Title: Re: HyperMap: V0.08 WIP - show instruction cards before launching the games
Post by: EMDB on April 26, 2014, 05:32:09 am
WIP UPDATE:

I added an Infinitive option for the duration of showing the Instruction Cards. You can than use any button to close the card if you're done reading. I also made a pause option. If you use the MAME pause button (the p key) while a card is shown card will remain on the screen until you hit another button.



Title: Re: HyperMap: V0.08 released. Added showing of Instruction Cards
Post by: EMDB on April 26, 2014, 02:33:19 pm
I released V0.08 of HyperMap which adds showing of Instruction Cards. I updated the start post with the new download link and a description of the new fearure...
Title: Re: HyperMap: V0.08 released. Added showing of Instruction Cards
Post by: DeLuSioNal29 on May 01, 2014, 11:11:33 pm
Stickied!   :applaud:
Title: Re: HyperMap: V0.08 released. Added showing of Instruction Cards
Post by: EMDB on August 29, 2014, 05:28:21 pm
I added a video to show what HyperMap can do (of course you can not see it's main feature: mapping U360s based on the selected game):

Retrocade HyperSpin Frontend | WIP Video (http://www.youtube.com/watch?v=JpMDxdjgZF0#ws)

Edit: in the video you now and than see a command prompt pop up before MAME is launched. I already fixed this in my development version of the next release.
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: EMDB on September 05, 2014, 10:28:11 am
Updated the start post with the new version 0.09.

Added support for using HyperSpin with HyperLaunch.
HyperMap renames HyperLaunch to HyperLaunch2.exe and itself to HyperLaunch.exe so it is called by Hyperspin. After showing instruction cards (optional) and loading the game specific map in your UltraStick it calls HyperLaunch.

Added a test mode
All features and settings can now be tested directly from HyperMap.
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: TalkingHeadsFan on December 17, 2016, 10:00:05 pm
Just wanted to say thanks for making this, it's a real lifesaver.

I couldn't get LEDBlinky to work with U360 and this did the trick and is super easy to use. Also, it works great with AttractMode.

-Doug
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: pcss911 on January 28, 2017, 12:59:30 am
Doug (or anyone else who can field this),

I'm hoping you'd be willing to outline for me how to use this util with Attract Mode.  Can't quite seem to get it figured out.   And, does using this mean I should not enable AM's own U360 plug-in?

Also, it appears that it has been close to three years since this util was last updated (to 0.9). Do we know whether further development has ceased, or if the dev might have something more current that hasn't yet been shared?

Thanks in advance
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: EMDB on January 29, 2017, 05:30:18 am
Doug (or anyone else who can field this),

I'm hoping you'd be willing to outline for me how to use this util with Attract Mode.  Can't quite seem to get it figured out.   And, does using this mean I should not enable AM's own U360 plug-in?

Also, it appears that it has been close to three years since this util was last updated (to 0.9). Do we know whether further development has ceased, or if the dev might have something more current that hasn't yet been shared?

Thanks in advance
Still works fine for me so no need for new releases...
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: pcss911 on January 29, 2017, 10:54:49 am
I'm looking forward to the opportunity to give Hypermap a whirl. My cp was just ordered.  By all accounts it appears to be a wonderful utility and will resolve my mapping issues. 

I remain hopeful that someone here might be able to offer suggestions as to how to properly put it to use within Attract Mode.  I'm not sure I have a full grasp yet on the logic of how this arrangement would work - is it: rather than have the front end call the emulator, to call this instead?
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: EMDB on January 30, 2017, 06:39:44 am
I'm looking forward to the opportunity to give Hypermap a whirl. My cp was just ordered.  By all accounts it appears to be a wonderful utility and will resolve my mapping issues. 

I remain hopeful that someone here might be able to offer suggestions as to how to properly put it to use within Attract Mode.  I'm not sure I have a full grasp yet on the logic of how this arrangement would work - is it: rather than have the front end call the emulator, to call this instead?
yes  :applaud:
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: alexportugal1212 on February 16, 2017, 03:40:40 am
Hi, app doesn't seem to work , I have set all paths  and still doesnt work, in test it works with donkey kong, but when launching it in hyper spin none of the ga,es are mapped correctly , yes I have the hypermap as exe on HQ, also it's on normal not hyper launch , when game starts e.g. Galaga im still able to map up and down so it's not mapping 2 way only, same with qbert not mapping diagonals, what I'm a missing?

Thxs
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: EMDB on February 25, 2017, 06:47:23 pm
Still works fine fore me (and other people seeing the responses in this thread)

1) Are you sure all paths are set correctly? (can you select the various configs in the Hyperspin and default config dropdowns?)
2) Are you sure you can configure the stick(s) with UltraMap?
3) are you sure HyperMap is launched when selecting a game in HyperSpin? (check using the show instructions card feature)
4) Are you sure the games are configured with the correct Ultramap configs?
Title: Re: HyperMap V0.09. Added HyperLaunch support
Post by: kiel0909 on July 11, 2020, 08:22:08 pm
Hi, app doesn't seem to work , I have set all paths  and still doesnt work, in test it works with donkey kong, but when launching it in hyper spin none of the ga,es are mapped correctly , yes I have the hypermap as exe on HQ, also it's on normal not hyper launch , when game starts e.g. Galaga im still able to map up and down so it's not mapping 2 way only, same with qbert not mapping diagonals, what I'm a missing?

Thxs

i may have solved this,  I wasnt getting any instruction cards until i changed settings in hyperspin.  I had to disable "full rom path" in mame wheel emulator settings.  so that it only passes the rom name to hypermap. 

just make sure you have the rom path specified in your mame.ini of the emulator that hypermap calls.