The NEW Build Your Own Arcade Controls

Main => Software Forum => Topic started by: headkaze on December 01, 2007, 11:26:14 pm

Title: CPWizard v2.63 Released
Post by: headkaze on December 01, 2007, 11:26:14 pm
CPWizard Demo (https://www.youtube.com/watch?v=CNms0cZJvPQ)

CPWizard Homepage (https://www.baker76.com/cpwizard)

NOTE: Windows 7 users you may have to edit mame.ini and change the following line

Code: [Select]
d3dversion                9
to

Code: [Select]
d3dversion                8
Title: Re: CPWizard v1.08 Beta 1 *new*
Post by: headkaze on December 01, 2007, 11:29:07 pm
A cool new feature worthy of expanding on is the File->Export Batch feature. Now you can export CP's for your entire Mame collection as bezel's to place in Mame's artwork folder. When you play a game in Mame you can go to the Video Options menu and select Show Bezel to view your CP or Hide Bezel to hide it. You don't need CPWizard running to use this feature! You can also export your CP's as png, and export Game Info cards for viewing in your own FE.

Another nice feature is View->Preview where you can select a Mame game and see what it will look like when your running CPWizard.

Dynamic data loading has been added (slightly slower load times for less memory usage), joystick support has also been added along with many control mapping improvements, features and bug fixes.

EDIT: Oops just had to upload again, sorry found a minor bug in the Label Link / Alpha feature. Please download again if you have before I wrote this message.
Title: Re: CPWizard v1.08 Beta 1 *new*
Post by: headkaze on December 06, 2007, 03:41:06 am
6-12-2007 - bezel_0121.zip (http://members.iinet.net.au/~freeaxs/cpwizard/bezel_0121.zip) Patch released

This diff when applied to Mame will show the bezel when pause (default 'p') is pressed and hide when unpaused.
This can be used with CPWizard's Export Batch feature in bezel format so you can display your CP when Mame is paused.
To apply the patch for Mame 0121 (Will most probably work for several versions after as well)

1. Download mame0121s.exe from here (http://mamedev.org/release.html) and extract the source
2. Download and install Mame Compiler (http://www.headkaze.com/download/mame_compiler/setup.exe)
3. Select Start->Programs->Mame Compiler->MameCompiler
4. Point the "Mame Source Folder" to where you extracted the Mame source
5. Browse the "Diff Patch File" to bezel_0121.diff and press the "Apply Patch" button
6. Press the GO! button to compile
Title: Re: CPWizard v1.08 Beta 1 *new*
Post by: arzoo on December 06, 2007, 08:23:56 am
Nice!  :cheers:
Title: Re: CPWizard v1.08 Beta 1 *new*
Post by: Organic Jerk on December 06, 2007, 01:11:03 pm
If you mean what I think you mean, That's awesome!

I'm definitely going to be playing with this at some point..
Title: Re: CPWizard v1.08 Beta 1 *new*
Post by: headkaze on December 07, 2007, 02:30:02 am
Quote
- You can't use real bezels with this method as the CP takes up the bezel layer. I did have a look at using overlays but they will only show over the gamescreen, so it won't show the entire CP for vertical games.

CPWizard has been updated to allow a regular bezel to show for vertical games as well as your CP, and now pause will toggle the CP on and off (with the new diff applied) while leaving a regular bezel. You can now turn off bezels to remove them both.

You don't have to compile Mame with the diff as that is only so pause will toggle the CP. You can still toggle the CP without it by going to the Video Options in Mame and selecting the "Show CP" or "Hide CP" menu options.
Title: Re: CPWizard v1.1 Beta 1 *new*
Post by: headkaze on December 10, 2007, 11:17:02 pm
Version 1.1 Released

- Added Keyboard layout, Label Link arrow, Show Delay and CP Editor shortcuts
Title: Re: CPWizard v1.1 Beta 1 *new*
Post by: Dustin Mustangs on December 11, 2007, 11:15:37 am
Holy crap am I excited to try this out...   Is this a new app or did I just miss it before?

Either way, great work!!!

 :applaud::notworthy:

 :cheers:
Title: Re: CPWizard v1.1 Beta 1 *new*
Post by: headkaze on December 12, 2007, 04:03:12 am
Holy crap am I excited to try this out...   Is this a new app or did I just miss it before?

Either way, great work!!!

 :applaud::notworthy:

 :cheers:

First beta release was about 3 months ago so it's fairly new but there was a post here about it you probably missed :)
Title: Re: CPWizard v1.2 Released
Post by: headkaze on December 14, 2007, 07:51:24 pm
Version 1.2 Released

- Added command line options, Show CP Only & Back Key will Exit Menu option. You can also disable any menu options.
Title: Re: CPWizard v1.2 Released
Post by: loadman on December 14, 2007, 08:10:59 pm
Dude,

You got skills

You should consider coding your own FE.. seriously.
Title: Re: CPWizard v1.2 Released
Post by: BORIStheBLADE on December 16, 2007, 03:33:44 pm
I just tried downloading your 1.2 file and it won't open it. It says its corrupt. I tried three different downloads and still doesn't want to work.
Title: Re: CPWizard v1.2 Released
Post by: headkaze on December 16, 2007, 03:57:46 pm
I just tried downloading your 1.2 file and it won't open it. It says its corrupt. I tried three different downloads and still doesn't want to work.

That's probably because I was uploading the new version ;) Try again now

Version 1.3 Released

- Full PC Game support. Fixed InterComm.dll problems some people were having (hopefully!)
Title: Re: CPWizard v1.35 Released
Post by: headkaze on December 19, 2007, 03:29:57 pm
Okay we fixed sbaby's issues with CPWizard. So get Version 1.35 if you haven't already

- The not loading correct layout after loading a lightgun game was caused by an old ini file from a previous release. Deleting CPWizard.ini and reconfiguring CPWizard should fix that.
- I didn't realise this but Dotfuscator turns enums into letters of the alphabet. So that was screwing up the text alignment when saving the layout file. This is also fixed in 1.35, so open your layout and save it again and you can now correctly use text align left, right or center and also text styles outline or dropshadow.
- There may be issues with CPWizard when GameEx is using ShowDesktop=false. So if your having issues there you might like to set it to true.
Title: Re: CPWizard v1.35 Released
Post by: Lakersfan on December 20, 2007, 03:34:05 am
Hi headkaze,
I'm using v1.36 and when I go to File -> Export Batch -> leave all items default and set path to export to, all my images are warped and no buttons are labled (see example). This was happening a few versions ago. Maybe I'm having a brain fart with something??

Thanks for the great program!
LF
Title: Re: CPWizard v1.35 Released
Post by: Lakersfan on December 20, 2007, 03:39:32 am
Here is an example of what it looks like on my screen before exporting...
Title: Re: CPWizard v1.35 Released
Post by: headkaze on December 20, 2007, 04:03:20 am
No you're not having a brain fart ;) This is an understandable mistake.

It's your background image. It needs to be at a 4:3 ratio because it exports all images at a 4:3 ratio. So when your exporting the images are getting stretched.

So what you need to do is open your background image in Photoshop and change it's height.

An example of 4:3 ratio is 1024 x 768 (the default background size).

So the ratio is 1024 / 768 = 1.33~

Now if we take a look at your image it's 920 x 421. So we need to make it 4:3. That's 920 / 1.33~ = 690

So you need to change the height of your image to 690. In Photoshop you would select Image > Canvas Size... and type in 690 for the height.

The easier way would have been to make your background image 640 x 480, 800 x 600, 1024 x 768 or 1280 x 960 in the first place but it doesn't really matter as long as it's 4:3 ratio.

Hope that helps :)

EDIT: Oh I didn't read you were saying that none of your buttons were labelled. First thing you should do is exit CPWizard if it's running and delete the CPWizard.ini file. Then run CPWizard again and configure it including setting your Mame exe (no exporting will work without a Mame exe set) and going to Edit->Options->Mame and setting "Mame Layout" to your custom layout file. There were changes made through the new versions which broke backward compatibility so this is likely why it's not working. If that still doesn't work post your CPWizard.ini, CPWizard.log and layout xml file.

BTW I don't think CPWizard will work with really old versions of Mame  :dunno
Title: Re: CPWizard v1.35 Released
Post by: Lakersfan on December 20, 2007, 11:28:33 am
Thanks for the tips. I was thinking it probably had something to do with my image size. I'll resize it in PS as suggested. As for the labels, I'll try that later this morning and post if I have any issues. BTW, I'm using Mame 1.21.

Great program, BTW.  :applaud:
Title: Re: CPWizard v1.35 Released
Post by: Lakersfan on December 20, 2007, 01:56:53 pm
I'm still having a problem when exporting. It reverts back to another control panel, as opposed to the one I created. This time, I deleted and uninstalled the entire program. I reinstalled 1.36 and loaded my xml file that I made back into the program. I went to export and the problem occurred.

Here are the files you needed as well as a screenshot of what everything looks like before I push the Go button:

Code: [Select]
[General]
RunOnStartup=False
VolumeControlEnable=False
DynamicDataLoading=False
GhostScriptExe=C:\Program Files\gs\gs\bin\gswin32c.exe
[HideDesktop]
Enable=False
HideDesktopOnStartup=False
HideMouseCursor=False
HideDesktopUsingForms=False
SetWallpaperBlack=False
HideDesktopIcons=False
HideTaskbar=False
MoveMouseOffscreen=False
[Mame]
Layout=Mame
LayoutOverride=Mame
UseMameOutputSystem=True
Screenshot=True
DetectPause=True
SendPauseKey=False
SkipDisclaimer=False
UseOverlay=False
Version=0.121u1
Exe=I:\Emulators\Programs\mame\mamepm.exe
[Layout]
LayoutName=Arcade Reunion
[Display]
Rotate=0
Screen=\\.\DISPLAY1
ShowDelay=0
LabelLinkShow=True
LabelLinkSize=4
AllowOverlays=False
ForceColorKey=False
[Data]
ShowCPOnly=False
MameCP=True
GameInfo=True
GameHistory=True
MameInfo=True
ControlInfo=True
HighScore=True
MameArtwork=True
MameManual=True
MameIRC=True
EmulatorCP=True
EmulatorArtwork=True
EmulatorManual=True
OperationCard=True
NFO=True
EmulatorIRC=True
[Export]
ExportFolder=C:\Documents and Settings\Dad\Desktop\New Folder
[Input]
BackKeyExitMenu=False
ShowKey=KEYCODE_L
SelectKey=KEYCODE_LCONTROL
BackKey=KEYCODE_ESC
MenuUp=KEYCODE_UP
MenuDown=KEYCODE_DOWN
MenuLeft=KEYCODE_LEFT
MenuRight=KEYCODE_RIGHT
VolumeDown=KEYCODE_MINUS
VolumeUp=KEYCODE_EQUALS
ShowDesktop=KEYCODE_HOME
HideDesktop=KEYCODE_END
[IRC]
Server=irc.scifi-fans.net
Port=7000
Channel=#byoac
NickName=Dad
UserName=MAIN
RealName=CPWizard
IsInvisible=True
[LastWriteTime]
ControlsDat=12/11/2007 3:47:36 AM
ColorsIni=11/12/2007 6:14:26 AM
CatVer=12/13/2007 10:36:40 PM
NPlayers=12/19/2007 1:56:24 PM
HallOfFame=12/20/2007 12:15:10 PM
Mame=11/22/2007 8:35:45 PM
[DataFiles]
ControlsDat=C:\Program Files\CPWizard\Data\controls.xml
ColorsIni=C:\Program Files\CPWizard\Data\colors.ini
CatVer=C:\Program Files\CPWizard\Data\catver.ini
NPlayers=C:\Program Files\CPWizard\Data\nplayers.ini
ListInfo=C:\Program Files\CPWizard\Data\ListInfo.xml
MiniInfo=C:\Program Files\CPWizard\Data\MiniInfo.xml
CommandDat=C:\Program Files\CPWizard\Data\Command.dat
HistoryDat=C:\Program Files\CPWizard\Data\History.dat
MameInfoDat=C:\Program Files\CPWizard\Data\MameInfo.dat
HallOfFame=C:\Program Files\CPWizard\Data\HallOfFame.xml
StoryDat=C:\Program Files\CPWizard\Data\Story.dat
StdIni=C:\Program Files\CPWizard\Data\Std.ini
[MameFolders]
Cabinets=
Cfg=I:\Emulators\Programs\mame\cfg
CPanel=I:\Emulators\Programs\mame\cpanel
Ctrlr=
Flyers=
Icons=
Ini=
Manuals=
Marquees=I:\Emulators\Programs\mame\marquees
PCB=
Previews=
Select=
Snap=
Titles=

Code: [Select]
12/20/2007 10:46:29 AM: CPWizard v1.36
12/20/2007 10:46:29 AM: OS: Microsoft Windows XP Professional
12/20/2007 10:46:29 AM: Version: 5.1.2600
12/20/2007 10:46:29 AM: Build: 2600
12/20/2007 10:46:29 AM: RAM Total: 1023 MB
12/20/2007 10:46:29 AM: RAM Used: 394 MB
12/20/2007 10:46:30 AM: CPU: AMD Athlon(tm) 64 Processor 3500+
12/20/2007 10:46:30 AM: Video Card: NVIDIA GeForce FX 5500 (Microsoft Corporation)
12/20/2007 10:46:30 AM: Video Driver: 6.14.10.5673
12/20/2007 10:46:30 AM: Video RAM: 256 MB
12/20/2007 10:46:30 AM: Sound Card: Realtek AC'97 Audio for VIA (R) Audio Controller
12/20/2007 10:46:30 AM: .NET: .NET Framework 2.0 Installed
12/20/2007 10:46:30 AM: Initializing InterComm Manager
12/20/2007 10:46:30 AM: Initializing Cmd Line Watcher
12/20/2007 10:46:30 AM: Starting InterComm Manager
12/20/2007 10:46:30 AM: Initializing Display Manager
12/20/2007 10:46:30 AM: Initializing Program Manager
12/20/2007 10:46:30 AM: Reading Config
12/20/2007 10:46:30 AM: Initializing Main Menu
12/20/2007 10:46:30 AM: Initializing Layout Manager
12/20/2007 10:46:30 AM: Initializing Game Info
12/20/2007 10:46:30 AM: Initializing History Dat
12/20/2007 10:46:30 AM: Initializing MameInfo Dat
12/20/2007 10:46:30 AM: Initializing Command Dat
12/20/2007 10:46:30 AM: Initializing Story Dat
12/20/2007 10:46:30 AM: Initializing Artwork Manager
12/20/2007 10:46:30 AM: Initializing Mame Manuals
12/20/2007 10:46:30 AM: Initializing Emulator Manuals
12/20/2007 10:46:30 AM: Initializing Emulator OpCard
12/20/2007 10:46:30 AM: Initializing NFO Viewer
12/20/2007 10:46:31 AM: Initializing IRC
12/20/2007 10:46:31 AM: Initializing SendKeys
12/20/2007 10:46:31 AM: Initializing Mame Interop
12/20/2007 10:46:31 AM: Initializing Mame Manager
12/20/2007 10:46:31 AM: Initializing Emulator Manager
12/20/2007 10:46:31 AM: Initializing Keyboard Hook
12/20/2007 10:46:31 AM: Initializing Direct Input
12/20/2007 10:46:31 AM: Initializing MCE Remote
12/20/2007 10:46:31 AM: Initializing Input Manager
12/20/2007 10:46:31 AM: Initializing Profiles
12/20/2007 10:46:31 AM: Initializing Bezel
12/20/2007 10:46:31 AM: Reading Mame Data
12/20/2007 10:46:31 AM: Creating MainBitmap
12/20/2007 10:46:31 AM: Starting Mame Interop
12/20/2007 10:46:57 AM: Reading Mame Data
12/20/2007 10:46:57 AM: Setting Options For Mame Version 0.121u1
12/20/2007 10:46:57 AM: Reading Controls Xml
12/20/2007 10:46:57 AM: Reading Colors Ini
12/20/2007 10:46:57 AM: Reading CatVer Ini
12/20/2007 10:46:57 AM: Reading NPlayers Ini
12/20/2007 10:46:58 AM: Reading Hall Of Fame Xml
12/20/2007 10:46:58 AM: Reading ListInfo Xml
12/20/2007 10:47:06 AM: Writing MiniInfo Xml
12/20/2007 10:47:06 AM: Mame Version 0.121u1
12/20/2007 10:47:06 AM: Initializing Mini Info Xml
12/20/2007 10:47:06 AM: Initializing Mame Ini
12/20/2007 10:47:06 AM: Reading Mame Ini
12/20/2007 10:47:06 AM: Initializing Mame Cfg
12/20/2007 10:47:06 AM: Initializing Mame Command Line
12/20/2007 10:47:06 AM: Reading History Dat
12/20/2007 10:47:07 AM: Reading MameInfo Dat
12/20/2007 10:47:07 AM: Reading Command Dat
12/20/2007 10:47:08 AM: Reading Story Dat
12/20/2007 10:47:08 AM: Reading Mini Info Xml
12/20/2007 10:47:09 AM: Reading All Mame Cfg's
12/20/2007 10:48:14 AM: Shutting Down Program Manager
12/20/2007 10:48:14 AM: Writing Config
12/20/2007 10:48:14 AM: Exiting
Title: Re: CPWizard v1.35 Released
Post by: headkaze on December 20, 2007, 07:49:13 pm
Quote
and going to Edit->Options->Mame and setting "Mame Layout" to your custom layout file

You still have to set your layout for Mame. It does not use the layout you have loaded, it uses the layout in the above option. Let me know how you go :)
Title: Re: CPWizard v1.35 Released
Post by: Lakersfan on December 20, 2007, 09:20:36 pm
aww, I'm such a knob. Thanks headkaze!
Title: Re: CPWizard v1.35 Released
Post by: headkaze on December 22, 2007, 08:57:57 pm
Hi headkaze,
I'm using v1.36 and when I go to File -> Export Batch -> leave all items default and set path to export to, all my images are warped and no buttons are labled (see example). This was happening a few versions ago. Maybe I'm having a brain fart with something??

Thanks for the great program!
LF

Version 1.37 is Released to include a new option in Export Batch under Resolution called "Layout Size" so you can have the any arbituray size of a layout. I think this would be important for people using CP's as images inside a FE as you may not want it at 4:3 size. Let me know if this suits your needs okay.
Title: Re: CPWizard v1.35 Released
Post by: Lakersfan on December 22, 2007, 10:33:39 pm
That's awesome! I was hoping that would eventually be implemented!

Thanks HK!  :cheers:
Title: Re: CPWizard v1.35 Released
Post by: northerngames on December 25, 2007, 03:28:33 pm
I downloaded from the link and when I tried to run it I get a:

cpwizard.exe application error (oxcoooo135)

Title: Re: CPWizard v1.35 Released
Post by: headkaze on December 25, 2007, 09:40:24 pm
I downloaded from the link and when I tried to run it I get a:

cpwizard.exe application error (oxcoooo135)

You need to install the .NET Framework 2.0 (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en)
Title: Re: CPWizard v1.41 Released
Post by: headkaze on December 30, 2007, 02:20:13 am
Version 1.41 Released

- Fixed bug when using Mame 0104 (Dustin Mustangs). Auto update bug fix

Really important update. This will fix some problems running CPWizard with older versions of Mame. Mame 0104 has been tested and verified as working. You will need to press the 'L' key to show the menu for Mame 0117 and earlier.

More importantly is the auto update bug fix which fixes a problem when you update a Mame version. Very minor bug but caused it not to work right.
Title: Re: CPWizard v1.41 Released
Post by: Dustin Mustangs on January 02, 2008, 01:21:32 pm
Wow, thanks a ton Headkaze!  I really can't say enough about how excited I am to get this working on my cab.  I should have a chance to try out the new version later this week and hopefully I'll be good to go.

 :cheers:
Title: Re: CPWizard v1.5 Released
Post by: headkaze on January 04, 2008, 01:23:41 pm
Version 1.5 Released

- Big update! Improved mapping accuracy (alot). Prompt to save added.
Title: Re: CPWizard v1.5 Released
Post by: Lakersfan on January 05, 2008, 12:27:00 pm
Thanks HK. This is my favorite CP viewer!!
Title: Re: CPWizard v1.5 Released
Post by: headkaze on January 05, 2008, 07:41:05 pm
CPWizard v1.53 Released

5-1-07 - v1.51 Fixed bug if you don't select Mame exe at startup (Nologic)
6-1-07 - v1.52 Fixed Control Info offset bug
6-1-07 - v1.53 Updated graphics

CPWizard just got a face lift :)
Title: Re: CPWizard v1.5 Released
Post by: headkaze on January 11, 2008, 09:09:16 pm
CPWizard v1.55 Released

- Added prompt to exit, can now edit most options, major graphics enhancement by Nologic (thanks mate!)
Title: Re: CPWizard v1.56 Released
Post by: headkaze on January 13, 2008, 08:02:01 pm
CPWizard 1.56 Released

- Multiple object select/move/edit/cut/copy/paste. You can select multiple objects using the mouse to draw a selection or hold shift while you select objects. You can now edit object properties of multiple objects at once.
Title: Re: CPWizard v1.56 Released
Post by: Lakersfan on January 14, 2008, 02:20:46 am
Is there a way to disable the prompt to exit? We usually shut down the cab with the on/off power button extended from the computer and when I press it to turn it off, it hangs while waiting for confirmation from cpwizard to exit.

Thanks!
Title: Re: CPWizard v1.56 Released
Post by: headkaze on January 14, 2008, 03:57:03 am
Is there a way to disable the prompt to exit? We usually shut down the cab with the on/off power button extended from the computer and when I press it to turn it off, it hangs while waiting for confirmation from cpwizard to exit.

Thanks!

Thanks for reporting that one. Can you please confirm that this fixes the issue?

Version 1.57 Released

- Fixed shutting down PC showing Prompt To Exit message (Lakersfan)
Title: Re: CPWizard v1.57 Released
Post by: Lakersfan on January 14, 2008, 04:40:23 pm
Thanks! Will give it shot this afternoon.
Title: Re: CPWizard v1.57 Released
Post by: Lakersfan on January 15, 2008, 12:05:34 am
That fixed it. It works like a champ. Thanks buddy...
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 24, 2008, 10:36:18 pm
Great program Headkaze!  Just started messing around with it.  One quick question (I'm sure more to come!)

When I press the "L" default button to bring up CP WIZ, the game does not pause in the background.  I tried messing with some of the Mame settings in CP WIZ but I can't seem to figure out how to pause the game and see the CP only.  I know you said this can be done but can you explain the process to me.

I want to be able to pause Mame with "P" and bring up CP view only.  Then pressing "P" again will shut off CP view and unpause game.  Thanks again for a great product.
Title: Re: CPWizard v1.57 Released
Post by: Lakersfan on January 24, 2008, 11:47:54 pm
I think this is what I did...

Edit -> Options -> Input tab   Change "Show Key" to 'P' and '"Back Key" to 'P' as well.
Title: Re: CPWizard v1.57 Released
Post by: Lakersfan on January 24, 2008, 11:50:20 pm
Also, here's my Mame settings... Detect Pause is checked.
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 25, 2008, 06:03:57 am
It's all depends on the version of Mame your using as to what method you can use in CPWizard. It does detect the Mame version when you give it the Mame exe and configure the options to suit the version.

Here are the basic versions of interest.

Mame 0108 - Mame Output System introduced.. but..

Mame 0122u2 - Pause was added to the Mame Output System. This means from this version CPWizard can detect pause and show the CP. Versions before this require a button assigned (default "L") to show the CP. You can then "Send the Pause Key" to send the 'P' key to pause before minimizing Mame.

Mame 118 - The new Raw Input System is introduced meaning you can't send keys to Mame. So the "Send the Pause Key" option no longer works after this version. But if your using 0122u2+ then you should be using the Mame Output System anyway.
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 26, 2008, 12:47:22 pm
I'm using v106.  Does that mean I cannot use the pause/unpause button to turn on/off the CP viewer?
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 26, 2008, 12:54:09 pm
Just checked and the pause key does not work?  Does this mean every time I use the CP WIZ, the game will always run in the background?  If so, any ideas/suggestions on getting around this?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 26, 2008, 02:42:00 pm
For Mame 106 there is not Mame Output System so therefore CPWizard can't detect Pause. The default key to show the CP in your case is KEYCODE_L so if you press the L key instead of pause it should show the CP. You can go to Edit->Options and set the Show Key to KEYCODE_P (P for pause) if you wan't.
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 28, 2008, 08:24:54 am
You can go to Edit->Options and set the Show Key to KEYCODE_P (P for pause) if you wan't.

Tried this and it doesn't work  :-\  Mame will pause, but the CP panel does not show.  I'm running the newest version of Mala which shouldn't cause any problems.  What next?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 28, 2008, 09:46:47 am
Tried this and it doesn't work  :-\  Mame will pause, but the CP panel does not show.  I'm running the newest version of Mala which shouldn't cause any problems.  What next?

First run CPWizard and select View->Preview. Select a Mame game from the list and click Show. Does the menu show?

Next minimize CPWizard to the tray. Run a Mame game (outside Mala) then try pressing your Show Key set in Edit->Options->Input. Does it show?

Post here your results along with your CPWizard.log and CPWizard.ini files.
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 28, 2008, 10:31:36 am
Now I tried it and none of the inputs I set up show the CP?  Strange.  The preview shows the CP but during the game I cannot get it to show.  I tried in both Mala and Mame32.  How do I find the log and ini files.  I checked my CP WIZ folder but could not find them.  Thanks.
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 28, 2008, 06:36:28 pm
Now I tried it and none of the inputs I set up show the CP?  Strange.  The preview shows the CP but during the game I cannot get it to show.  I tried in both Mala and Mame32.  How do I find the log and ini files.  I checked my CP WIZ folder but could not find them.  Thanks.

The should be in the C:\Program Files\CPWizard\Data

Also make sure you don't have the following options set under Edit->Options->Mame

- Make sure "Use Mame Output System" is NOT ticked (that would prevent the CP from showing)
- Make sure "Detect Pause" is NOT ticked
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 28, 2008, 07:07:04 pm
Using Mala, I got the pause button to work for the CP to view, however; the game does not pause.  Is this something that can be fixed or am I SOL?  In Mame 32, when I press the pause key to bring up the viewer, it minimizes Mame and does not show the CP.  Also, what are the names of the ini and log you need?  Still can't find anything with such names in the CP WIZ folder  :dizzy:
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 28, 2008, 07:38:57 pm
Using Mala, I got the pause button to work for the CP to view, however; the game does not pause.  Is this something that can be fixed or am I SOL?  In Mame 32, when I press the pause key to bring up the viewer, it minimizes Mame and does not show the CP.  Also, what are the names of the ini and log you need?  Still can't find anything with such names in the CP WIZ folder  :dizzy:

The Edit->Options->Mame->Send Pause Key should do it again depending on your Mame version.

Not sure why it's not working in Mame32. My guess is your using the wrong settings for your version of Mame.

The files I'm asking for are called..

C:\Program Files\CPWizard\CPWizard.log
C:\Program Files\CPWizard\CPWizard.ini

Sorry I thought they were in the Data folder, they're not :)
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 28, 2008, 07:55:34 pm
Funny thing is I don't see either file in any of my CP WIZ folder.  What's up with that?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 28, 2008, 08:52:24 pm
Funny thing is I don't see either file in any of my CP WIZ folder.  What's up with that?

lol that is VERY strange. I have no idea why they wouldn't be there???

Now I'm very confused!  :dizzy:
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 28, 2008, 11:07:13 pm
Did a C:\ search on my computer and couldn't find either file.  Only came up with config file:  Is there somthing I'm missing?

[General]
RunOnStartup=False
VolumeControlEnable=False
DynamicDataLoading=False
GhostScriptExe=C:\Program Files\gs\gs\bin\gswin32c.exe
[HideDesktop]
Enable=False
HideDesktopOnStartup=False
HideMouseCursor=True
HideDesktopUsingForms=False
SetWallpaperBlack=False
HideDesktopIcons=False
HideTaskbar=False
MoveMouseOffscreen=False
[Mame]
Exe=C:\Mame\Mame32\Mame32.exe
Layout=1-24-08
LayoutOverride=Mame
UseMameOutputSystem=False
Screenshot=False
DetectPause=False
SendPauseKey=False
SkipDisclaimer=False
UseOverlay=False
Version=0.106
[MameFolders]
Cabinets=C:\Mame\Mame32\cabinets
Cfg=C:\Mame\Mame32\cfg
CPanel=C:\Mame\Mame32\cpanel
Ctrlr=C:\Mame\Mame32\ctrlr
Flyers=C:\Mame\Mame32\flyers
Icons=C:\Mame\Mame32\icons
Ini=C:\Mame\Mame32\ini
Marquees=C:\Mame\Mame32\marquees
Snap=C:\Mame\Mame32\snap
Titles=C:\Mame\Mame32\titles
Manuals=
PCB=
Previews=
Select=
[Layout]
LayoutName=1-24-08
[Display]
Rotate=0
Screen=\\.\DISPLAY1
AllowOverlays=False
ForceColorKey=False
ShowDelay=0
LabelLinkShow=True
LabelLinkSize=4
LabelSpotShow=True
LabelSpotSize=8
[Input]
ShowKey=KEYCODE_P
SelectKey=KEYCODE_LCONTROL
BackKey=KEYCODE_BACKSPACE
MenuUp=KEYCODE_UP
MenuDown=KEYCODE_DOWN
MenuLeft=KEYCODE_LEFT
MenuRight=KEYCODE_RIGHT
VolumeDown=KEYCODE_MINUS
VolumeUp=KEYCODE_EQUALS
ShowDesktop=KEYCODE_HOME
HideDesktop=KEYCODE_END
BackKeyExitMenu=False
[PDF]
GhostScriptExe=C:\Program Files\gs\gs\bin\gswin32c.exe
[IRC]
Server=irc.foreverchat.net
Port=6667
Channel=#ArcadeChat
NickName=CJB
UserName=CHRIS
RealName=CPWizard
IsInvisible=True
[LastWriteTime]
ControlsDat=1/5/2008 2:38:54 AM
ColorsIni=11/12/2007 6:14:26 AM
CatVer=12/13/2007 10:36:40 PM
NPlayers=12/19/2007 1:56:24 PM
HallOfFame=12/20/2007 12:15:10 PM
Mame=5/13/2006 5:56:44 PM
[Data]
ShowCPOnly=True
MameCP=False
GameInfo=False
GameHistory=False
MameInfo=False
ControlInfo=False
HighScore=False
MameArtwork=False
MameManual=False
MameIRC=False
EmulatorCP=False
EmulatorArtwork=False
EmulatorManual=False
OperationCard=False
NFO=False
EmulatorIRC=False
[Export]
ExportFolder=
[DataFiles]
ControlsDat=C:\Program Files\CPWizard\Data\controls.xml
ColorsIni=C:\Program Files\CPWizard\Data\colors.ini
CatVer=C:\Program Files\CPWizard\Data\catver.ini
NPlayers=C:\Program Files\CPWizard\Data\nplayers.ini
ListInfo=C:\Program Files\CPWizard\Data\ListInfo.xml
MiniInfo=C:\Program Files\CPWizard\Data\MiniInfo.xml
CommandDat=C:\Program Files\CPWizard\Data\Command.dat
HistoryDat=C:\Program Files\CPWizard\Data\History.dat
MameInfoDat=C:\Program Files\CPWizard\Data\MameInfo.dat
HallOfFame=C:\Program Files\CPWizard\Data\HallOfFame.xml
StoryDat=C:\Program Files\CPWizard\Data\Story.dat
StdIni=C:\Program Files\CPWizard\Data\Std.ini
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 29, 2008, 01:29:02 am
Going by your recent post the CP is showing only Mame is not pausing?

SendPauseKey=False

I see you have that setting not set. Did you set the option to Send Pause Key?
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 29, 2008, 02:14:18 am
Yes, when I have the send pause key set the game has glitches and will not show anything.  Then I disable the set pause key and the CP viewer does not show at all!  Damn!  I can't image what I'm doing wrong.  Shouldn't be this difficult, right?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 29, 2008, 11:13:00 am
Yes, when I have the send pause key set the game has glitches and will not show anything.  Then I disable the set pause key and the CP viewer does not show at all!  Damn!  I can't image what I'm doing wrong.  Shouldn't be this difficult, right?

Have you tried using command line Mame instead?
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 30, 2008, 08:32:22 am
Where can I get the command line version for Mame v106?  All I have is the Mame32 version.
Title: Re: CPWizard v1.57 Released
Post by: shock_ on January 30, 2008, 08:43:23 am
Where can I get the command line version for Mame v106?  All I have is the Mame32 version.
http://mamedev.org/oldrel.html
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 30, 2008, 01:16:18 pm
I also think something very strange is happening if you can't find the CPWizard.log file. That would help me alot to look at that.
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 30, 2008, 06:10:37 pm
Is this what you're looking for?

1/29/2008 12:48:19 AM: CPWizard v1.57
1/29/2008 12:48:21 AM: OS: Microsoft Windows XP Home Edition
1/29/2008 12:48:21 AM: Version: 5.1.2600
1/29/2008 12:48:21 AM: Build: 2600
1/29/2008 12:48:21 AM: RAM Total: 1280 MB
1/29/2008 12:48:21 AM: RAM Used: 912 MB
1/29/2008 12:48:22 AM: CPU: Intel(R) Pentium(R) 4 CPU 2.53GHz
1/29/2008 12:48:22 AM: Video Card: NVIDIA GeForce 6200
1/29/2008 12:48:22 AM: Video Driver: 6.14.10.9371
1/29/2008 12:48:22 AM: Video RAM: 256 MB
1/29/2008 12:48:22 AM: Sound Card: Unimodem Half-Duplex Audio Device
1/29/2008 12:48:22 AM: Sound Card: Dell Movie Studio Audio Device
1/29/2008 12:48:22 AM: Sound Card: SoundMAX Integrated Digital Audio
1/29/2008 12:48:22 AM: .NET: .NET Framework 1.1 Installed
1/29/2008 12:48:22 AM: .NET: .NET Framework 2.0 Installed
1/29/2008 12:48:24 AM: Initializing InterComm Manager
1/29/2008 12:48:24 AM: Initializing Cmd Line Watcher
1/29/2008 12:48:24 AM: Starting InterComm Manager
1/29/2008 12:48:24 AM: Initializing Display Manager
1/29/2008 12:48:24 AM: Initializing Program Manager
1/29/2008 12:48:24 AM: Reading Config
1/29/2008 12:48:24 AM: Initializing Main Menu
1/29/2008 12:48:24 AM: Initializing Layout Manager
1/29/2008 12:48:24 AM: Initializing Game Info
1/29/2008 12:48:25 AM: Initializing History Dat
1/29/2008 12:48:25 AM: Initializing MameInfo Dat
1/29/2008 12:48:25 AM: Initializing Command Dat
1/29/2008 12:48:26 AM: Initializing Story Dat
1/29/2008 12:48:26 AM: Initializing Artwork Manager
1/29/2008 12:48:26 AM: Initializing Mame Manuals
1/29/2008 12:48:26 AM: Initializing Emulator Manuals
1/29/2008 12:48:26 AM: Initializing Emulator OpCard
1/29/2008 12:48:26 AM: Initializing NFO Viewer
1/29/2008 12:48:26 AM: Initializing IRC
1/29/2008 12:48:26 AM: Initializing SendKeys
1/29/2008 12:48:26 AM: Initializing Mame Interop
1/29/2008 12:48:26 AM: Initializing Mame Manager
1/29/2008 12:48:27 AM: Initializing Emulator Manager
1/29/2008 12:48:27 AM: Initializing Keyboard Hook
1/29/2008 12:48:27 AM: Initializing Direct Input
1/29/2008 12:48:27 AM: Initializing MCE Remote
1/29/2008 12:48:27 AM: Initializing Input Manager
1/29/2008 12:48:27 AM: Initializing Profiles
1/29/2008 12:48:27 AM: Initializing Bezel
1/29/2008 12:48:27 AM: Reading Mame Data
1/29/2008 12:48:29 AM: Mame Version 0.106
1/29/2008 12:48:29 AM: Initializing Mini Info Xml
1/29/2008 12:48:29 AM: Initializing Mame Ini
1/29/2008 12:48:29 AM: Reading Mame Ini
1/29/2008 12:48:29 AM: Initializing Mame Cfg
1/29/2008 12:48:29 AM: Initializing Mame Command Line
1/29/2008 12:48:29 AM: Reading Mini Info Xml
1/29/2008 12:48:31 AM: Reading All Mame Cfg's
1/29/2008 12:48:31 AM: Creating MainBitmap
1/29/2008 12:48:31 AM: Shutting Down Mame Interop
1/29/2008 1:10:04 AM: ERROR @ Show (ProgramManager)
1/29/2008 1:10:04 AM: Error creating window handle.
1/29/2008 1:10:04 AM:    at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp)
   at System.Windows.Forms.Control.CreateHandle()
   at System.Windows.Forms.Form.CreateHandle()
   at System.Windows.Forms.Control.get_Handle()
   at System.Windows.Forms.Control.SetVisibleCore(Boolean value)
   at System.Windows.Forms.Form.SetVisibleCore(Boolean value)
   at System.Windows.Forms.Control.Show()
   at b3.a(a A_0, Int32 A_1, Int32 A_2)
   at ae.k()
1/29/2008 1:32:40 AM: Shutting Down Program Manager
1/29/2008 1:32:40 AM: Writing Config
1/29/2008 1:32:41 AM: Exiting
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 30, 2008, 06:32:23 pm
Is this what you're looking for?

Yes it helps alot. This tells me why the CP is not showing is because "Error creating window handle.". This means it can not create the window to show the CP.

I am curious, what are you running to use up 912 MB of your 1280 MB RAM? That seems to be alot of stuff you have running. I just launched up CPWizard with IE 7 and 7 tabs open and for me I get 678 MB of 1022 MB RAM used. I don't think it's what is causing the problem though.

Can you try setting a "Show Delay" under "Display Options" to say, 5 to 10 seconds and see if the error goes away?
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 30, 2008, 06:42:53 pm
RAM was lower this time but still had problems.  The screen glitches and does not show CP.  I set the delay to 10.  Here's the log:

1/30/2008 5:38:34 PM: CPWizard v1.57
1/30/2008 5:38:35 PM: OS: Microsoft Windows XP Home Edition
1/30/2008 5:38:35 PM: Version: 5.1.2600
1/30/2008 5:38:35 PM: Build: 2600
1/30/2008 5:38:35 PM: RAM Total: 1280 MB
1/30/2008 5:38:35 PM: RAM Used: 694 MB
1/30/2008 5:38:37 PM: CPU: Intel(R) Pentium(R) 4 CPU 2.53GHz
1/30/2008 5:38:37 PM: Video Card: NVIDIA GeForce 6200
1/30/2008 5:38:37 PM: Video Driver: 6.14.10.9371
1/30/2008 5:38:37 PM: Video RAM: 256 MB
1/30/2008 5:38:37 PM: Sound Card: Unimodem Half-Duplex Audio Device
1/30/2008 5:38:37 PM: Sound Card: Dell Movie Studio Audio Device
1/30/2008 5:38:37 PM: Sound Card: SoundMAX Integrated Digital Audio
1/30/2008 5:38:37 PM: .NET: .NET Framework 1.1 Installed
1/30/2008 5:38:37 PM: .NET: .NET Framework 2.0 Installed
1/30/2008 5:38:40 PM: Initializing InterComm Manager
1/30/2008 5:38:40 PM: Initializing Cmd Line Watcher
1/30/2008 5:38:40 PM: Starting InterComm Manager
1/30/2008 5:38:40 PM: Initializing Display Manager
1/30/2008 5:38:40 PM: Initializing Program Manager
1/30/2008 5:38:40 PM: Reading Config
1/30/2008 5:38:40 PM: Initializing Main Menu
1/30/2008 5:38:40 PM: Initializing Layout Manager
1/30/2008 5:38:40 PM: Initializing Game Info
1/30/2008 5:38:41 PM: Initializing History Dat
1/30/2008 5:38:41 PM: Initializing MameInfo Dat
1/30/2008 5:38:41 PM: Initializing Command Dat
1/30/2008 5:38:43 PM: Initializing Story Dat
1/30/2008 5:38:43 PM: Initializing Artwork Manager
1/30/2008 5:38:43 PM: Initializing Mame Manuals
1/30/2008 5:38:43 PM: Initializing Emulator Manuals
1/30/2008 5:38:43 PM: Initializing Emulator OpCard
1/30/2008 5:38:43 PM: Initializing NFO Viewer
1/30/2008 5:38:43 PM: Initializing IRC
1/30/2008 5:38:46 PM: Initializing SendKeys
1/30/2008 5:38:46 PM: Initializing Mame Interop
1/30/2008 5:38:46 PM: Initializing Mame Manager
1/30/2008 5:38:46 PM: Initializing Emulator Manager
1/30/2008 5:38:46 PM: Initializing Keyboard Hook
1/30/2008 5:38:46 PM: Initializing Direct Input
1/30/2008 5:38:46 PM: Initializing MCE Remote
1/30/2008 5:38:46 PM: Initializing Input Manager
1/30/2008 5:38:47 PM: Initializing Profiles
1/30/2008 5:38:47 PM: Initializing Bezel
1/30/2008 5:38:47 PM: Reading Mame Data
1/30/2008 5:38:49 PM: Mame Version 0.106
1/30/2008 5:38:49 PM: Initializing Mini Info Xml
1/30/2008 5:38:49 PM: Initializing Mame Ini
1/30/2008 5:38:49 PM: Reading Mame Ini
1/30/2008 5:38:49 PM: Initializing Mame Cfg
1/30/2008 5:38:49 PM: Initializing Mame Command Line
1/30/2008 5:38:49 PM: Reading Mini Info Xml
1/30/2008 5:38:51 PM: Reading All Mame Cfg's
1/30/2008 5:38:53 PM: Creating MainBitmap
1/30/2008 5:38:53 PM: Shutting Down Mame Interop
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 01:14:28 am
That's not the full log. Did it have the same error in the log?
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 31, 2008, 10:31:16 am
No.  Here's the rest:

1/30/2008 10:26:15 PM: Shutting Down Program Manager
1/30/2008 10:26:18 PM: Writing Config
1/30/2008 10:26:21 PM: Exiting

Not sure why it's acting up like this  :dizzy:
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 10:47:45 am
I would suggest you turn off the delay again. Now I would try editing your mame.ini file and making sure the following setting is set:

Code: [Select]
switchres                 0
I'm guessing it's when Mame is being minimized and the resolution is changed back to your desktop it might be causing a problem.

Also I would be testing this outside any front end just to make sure it's not some conflict there. Also when its "not showing" can you get it to show by pressing ALT-Tab?
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 11:46:12 am
Headkaze,

Thank you for putting together this app...  I really like it, but I see a couple issues that I need to figure out if it is just me or the application.

I've been trying to learn CPV2 and this one to determine which I like best.  I have setup CPV2 and it works good, but I am having focus issues once the CPV2 window is closed.  I' looking into using CPWizard now to see how it functions and looks.  I am having a couple issues with it (more then likely it's me and not the app, but I need some direction).

I think configuring the buttons is a bit more cumbersome then it should be.  With CPV2 it uses P1_BUTTON1 and pulls what you have configured in MAME as your button1.  So, if I had to reprogram my controller for some reason I wouldn't have to go in and update my viewer as well.  Simply re-program MAME and it finds the config immediately.  With your app you have to specify what key input goes with what button.  Re-programming a controller would require you to update the viewer with the new inputs as well... duplicating work. 

The second issue is that I encountered when building my control panel design in CPWizard.  I could see the buttons and items I added in CPWizard designer, but once I tested (Preview) it the buttons were gone, but labels still showing.  I think this had something to do with the grouping, but I haven't quite figured out how exactly the grouping works.  How exactly does CPWizard work with shared buttons/inputs?  I copied my player 1 button 1 and button 2 over to other buttons that I use for 4 way games.  When testing I see the labels, but sometimes they are next to my 8-way setup and not the 4-way setup.  I'm assuming that this goes back to the grouping that I still cannot figure out how to use correctly...   Below is an image to what I am describing... As you can see some of the controls are faded out.  In this image none of the labels or inputs have groups assigned.

(http://dazz.genmaygamers.com/images/mame/Mame.xml.png)

Since I was having issues using your designer and the buttons/joysticks disappearing I created my design in PS3.  I can use my design image in CPV2, but for some reason if I try to change the background to my image in CPWizard the background goes blank.  The image is .png at 640x480.  Is there something that I am missing?  Does the app not work like this?  *** I just figured this out.  Apparently the image MUST be located in the Media folder of CPWizard and not anywhere else.  I had the image on my desktop originally. ***

Third,and final, issue... is there a way to turn off the Snap to Grid that the designer does?  I've found that sometimes when the element snaps to the grid on the design it doesn't always line up correctly.  Sometimes it will snap in the center of the grid boxes... This is very annoying... This is one of the reason as to why I decided to make a .png of my control panel instead of using your designer.

I've looked at your documentation, but didn't see anything that would answer my questions... Any suggestions or anything that would be able to assist me?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 12:05:29 pm
If you set up a LabelLink then if the control isn't found it will alpha fade it out. Remove the LabelLink's to the controls you don't want this to happen to. I'm going to add a new option to turn off the alpha fade.

Quote
I think configuring the buttons is a bit more cumbersome then it should be.  With CPV2 it uses P1_BUTTON1 and pulls what you have configured in MAME as your button1.  So, if I had to reprogram my controller for some reason I wouldn't have to go in and update my viewer as well.  Simply re-program MAME and it finds the config immediately.  With your app you have to specify what key input goes with what button.  Re-programming a controller would require you to update the viewer with the new inputs as well... duplicating work.

Believe it or not the way CPWizard works is better. This was a design decision and Johnny 5 uses the same technique (I followed Howard's advice and use the same method). Using the KeyCode instead of the P1_BUTTON1 type names means that if you have custom ctrlr or cfg files for the game it can take that into account. You should not be changing the keycodes on your CP, once you have them set that should be it. If you remap a game in Mame CPWizard will take those remappings into account.

Quote
I can use my design image in CPV2, but for some reason if I try to change the background to my image in CPWizard the background goes blank.

The image file has to be placed inside the CPWizard's Media folder. Oh just re-read looks like you figured that out :)

Quote
Third,and final, issue... is there a way to turn off the Snap to Grid that the designer does?  I've found that sometimes when the element snaps to the grid on the design it doesn't always line up correctly.  Sometimes it will snap in the center of the grid boxes... This is very annoying... This is one of the reason as to why I decided to make a .png of my control panel instead of using your designer.

Press the little grid button to turn off Snap to Grid.
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 12:34:56 pm
If you set up a LabelLink then if the control isn't found it will alpha fade it out. Remove the LabelLink's to the controls you don't want this to happen to. I'm going to add a new option to turn of the alpha fade.
Ahhh, I thought I tried that.  I'll go back and revisit that. 

Quote
Believe it or not the way CPWizard works better. This was a design decision and Johnny 5 uses the same technique. Using the KeyCode instead of the P1_BUTTON1 type names means that if you have custom ctrlr or cfg files for the game it can take that into account. You should not be changing the keycodes on your CP, once you have them set that should be it. If you remap a game in Mame CPWizard will take those remappings into account.
Gotcha and I see where you are coming from.  Lately I've been re-programming my controller quite a bit lately trying to iron out any possible windows functions from coming up while playing different emus.  So this was fresh on my mind, but I guess once I get it programmed to my liking I will not have to program it again.  Works for me.

Quote
Press the little grid button to turn off Snap to Grid.
I just did that and it works, but I like having the grid as well to line up with other elements that the yellow lines don't intersect with.  A suggestion would be to allow the grid to stay and have a tick to turn of snapping.

Also, what about the possibility of an anchor type system?  I don 't quite know how to explain it, but perhaps the image might help.  I think this would be nice to have especially with games that have long button names.

(http://www.genmaygamers.com/dazz/images/mame/anchor1.png)

With apps like this the main issue that I have is that the text is very difficult to line up without overlaying another buttons text.  This has always discouraged me from using any CPView system in the past.  Since my graphic skills have increased a bit since last time I used these I'm trying again with my own designs.  Basically you can attach an anchor anywhere on your design, tell the label to anchor to that element and then the application displays a line to that element to the anchor.  The anchor would be an invisible element, but the line would not.   I think with something like this you can simply place an anchor, choose the color of the line you want, and attach it to that label.  If you move the label anywhere on the screen the line would always follow the label and be connected to its anchor point.  Perhaps even allow multiple anchor points to a single label...

Sorry this is just an idea that I would personally like to see in any app like this...  I really like how your Link/group system works.  I am going to go back and play with that for a bit.
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 12:59:14 pm
With apps like this the main issue that I have is that the text is very difficult to line up without overlaying another buttons text.  This has always discouraged me from using any CPView system in the past.  Since my graphic skills have increased a bit since last time I used these I'm trying again with my own designs.  Basically you can attach an anchor anywhere on your design, tell the label to anchor to that element and then the application displays a line to that element to the anchor.  The anchor would be an invisible element, but the line would not.   I think with something like this you can simply place an anchor, choose the color of the line you want, and attach it to that label.  If you move the label anywhere on the screen the line would always follow the label and be connected to its anchor point.  Perhaps even allow multiple anchor points to a single label...

Sorry this is just an idea that I would personally like to see in any app like this...  I really like how your Link/group system works.  I am going to go back and play with that for a bit.

CPWizard already does this, but I don't call it an Anchor I call it a LabelLink ;) Under Edit->Options->Display if you have LabelLink set to show and you have your labels properly linked to images it will draw a line from the centre of the label to the centre of the image. So you don't have to have labels over images, you can have them at a distance and the arrow will show what control the label belongs to. This is why it's best not to draw your CP in Photoshop but to design it in the CPWizard. I'm very good with Photoshop but I find the CPWizard editor very intuitive to use, even easier to use in some respects.

BTW I just uploaded Version 1.58 which has added options under Edit->Options->Display to toggle Alpha Fade and the value of the alpha.
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 01:06:26 pm
CPWizard already does this, but I don't call it an Anchor I call it a LabelLink ;) Under Edit->Options->Display if you have LabelLink set to show and you have your labels properly linked to images it will draw a line from the centre of the label to the centre of the image. So you don't have to have labels over images, you can have them at a distance and the arrow will show what control the label belongs to. Give it a try ;)
Seriously?  I guess I haven't spent enough time messing around, was busier getting annoyed with my controls fading to try that part.

Question...  Do you have to use one of your images to link it to?  Or is there a way to link it to an area already created on the background image?  I really would like to use my already created control panel instead of having to design using your images.  (nothing against it, but I just found it easier to do in Photoshop)

Quote
BTW I just uploaded Version 1.58 which has added options under Edit->Options->Display to toggle Alpha Fade and the value of the alpha.
:notworthy:

Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 01:12:00 pm
CPWizard already does this, but I don't call it an Anchor I call it a LabelLink ;) Under Edit->Options->Display if you have LabelLink set to show and you have your labels properly linked to images it will draw a line from the centre of the label to the centre of the image. So you don't have to have labels over images, you can have them at a distance and the arrow will show what control the label belongs to. Give it a try ;)
Seriously?  I guess I haven't spent enough time messing around, was busier getting annoyed with my controls fading to try that part.

Question...  Do you have to use one of your images to link it to?  Or is there a way to link it to an area already created on the background image?  I really would like to use my already created control panel instead of having to design using your images.  (nothing against it, but I just found it easier to do in Photoshop)

BTW I just uploaded Version 1.58 which has added options under Edit->Options->Display to toggle Alpha Fade and the value of the alpha.
:notworthy:
[/quote]

I just uploaded a screenshot to my last post to show you LabelLink's. Sorry but I did not design CPWizard to use a static image in the background. If you need to have arrows then you will need to put the buttons there using the CPWizard editor, sorry :(
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 01:35:36 pm
I just uploaded a screenshot to my last post to show you LabelLink's. Sorry but I did not design CPWizard to use a static image in the background. If you need to have arrows then you will need to put the buttons there using the CPWizard editor, sorry :(
Thanks for the screenshot.  That is what I have been looking for.  Didn't understand the terminology I guess.  I'm going to go play around with this app more now that I know it can do what I want.  Looks great.

Hmmm... I wonder if creating a blank/transparent .png and using that would act as an anchor.  I just tested and left the image blank, but testing shows your blank image instead of nothing.  I'm going to try this and see if it works.

/edit... OK, I created a 1x1 transparent pic in PS.  I can use that as an anchor point and it works.  It works great, but it is impossible to re-position a 1x1px invisible image.  lol

Next and final question (I hope), is it not possible to change the color of the LabelLink arrow/line?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 04:24:38 pm
I just uploaded a screenshot to my last post to show you LabelLink's. Sorry but I did not design CPWizard to use a static image in the background. If you need to have arrows then you will need to put the buttons there using the CPWizard editor, sorry :(
Thanks for the screenshot.  That is what I have been looking for.  Didn't understand the terminology I guess.  I'm going to go play around with this app more now that I know it can do what I want.  Looks great.

Hmmm... I wonder if creating a blank/transparent .png and using that would act as an anchor.  I just tested and left the image blank, but testing shows your blank image instead of nothing.  I'm going to try this and see if it works.

/edit... OK, I created a 1x1 transparent pic in PS.  I can use that as an anchor point and it works.  It works great, but it is impossible to re-position a 1x1px invisible image.  lol

Next and final question (I hope), is it not possible to change the color of the LabelLink arrow/line?

Your in luck today because I just finished another project recently so I have enough time to update again. I've been meaning to allow you to change the color, so I've uploaded another version with this update ;)

The reason a 1x1 transparent  pic won't work is because it's too small and it's transparent. I would make the image about 16x16 and have a circle in the middle that is slightly opaque. That way you will be able to select it and move it around.

By the way you can use the cursor keys to move selected objects around one pixel at a time even with the Snap To Grid" option enabled. This means you can line up objects pixel perfectly while still having the grid showing.
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 04:39:11 pm
You rock!  Thank you very much for the app and the quick updates!

Ok, one more quick question... Do you know if your .diff plays nicely with the Highscore.diff (http://forum.arcadecontrols.com/index.php?topic=64298.0) that changes the pause key when you hit TAB?
Title: Re: CPWizard v1.57 Released
Post by: headkaze on January 31, 2008, 05:10:32 pm
You rock!  Thank you very much for the app and the quick updates!

Ok, one more quick question... Do you know if your .diff plays nicely with the Highscore.diff (http://forum.arcadecontrols.com/index.php?topic=64298.0) that changes the pause key when you hit TAB?

Yes my diff works fine with the highscore diff. I use a Mame version that has them both applied on my cab :)
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 06:01:14 pm
You rock!  Thank you very much for the app and the quick updates!

Ok, one more quick question... Do you know if your .diff plays nicely with the Highscore.diff (http://forum.arcadecontrols.com/index.php?topic=64298.0) that changes the pause key when you hit TAB?

Yes my diff works fine with the highscore diff. I use a Mame version that has them both applied on my cab :)
Thank you.  I just finished compiling and it appears to have worked.  Haven't tested yet though. 

Again, thank you very much for this program, the quick updates and all of your assistance!
Title: Re: CPWizard v1.57 Released
Post by: Dazz on January 31, 2008, 10:06:45 pm
Ok, I love your app... Works great now that I've spent some time with it.  I am now delving into the other aspects of it.  Just come across the command.dat support.  I found a site via the Wiki that has the command.dat files.  Looks like the latest build is from Feb 2007.  Is this file being up-kept or is this the most recent version?
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on January 31, 2008, 11:24:35 pm
I would suggest you turn off the delay again. Now I would try editing your mame.ini file and making sure the following setting is set:

Code: [Select]
switchres                 0
I'm guessing it's when Mame is being minimized and the resolution is changed back to your desktop it might be causing a problem.

Also I would be testing this outside any front end just to make sure it's not some conflict there. Also when its "not showing" can you get it to show by pressing ALT-Tab?

switchres was already set to 0.  Just tested now and in Mala the CP viewer works, however; still unable to pause game even though the show button is set to "P". 
Title: Re: CPWizard v1.57 Released
Post by: headkaze on February 01, 2008, 12:06:32 am
I would suggest you turn off the delay again. Now I would try editing your mame.ini file and making sure the following setting is set:

Code: [Select]
switchres                 0
I'm guessing it's when Mame is being minimized and the resolution is changed back to your desktop it might be causing a problem.

Also I would be testing this outside any front end just to make sure it's not some conflict there. Also when its "not showing" can you get it to show by pressing ALT-Tab?

switchres was already set to 0.  Just tested now and in Mala the CP viewer works, however; still unable to pause game even though the show button is set to "P". 

Do you have the "Send Pause Key" option set under Edit->Options->Mame? If your using P to show the CP and Send Pause Key on then it will be sending the 'p' twice. So it will be pausing then unpausing. This is why the default show key is L. Because when you press L to show with the Send Pause key it will send 'p'. So I would try changing the Send Pause Key option until you can get Mame pausing.

BTW It's alot less painful using a newer version of Mame ;)
Title: Re: CPWizard v1.57 Released
Post by: urbecrisch on February 01, 2008, 08:31:41 am
Works now, although a times the CP does not show up.  I have to press the show key a few times to get it to work.  I'm thinking of updating to the newest Mame version so should not be a problem in the future.  Thanks for helping out.  How do you fade the buttons which are not being used?  That would be a cool feature to have on my cab.  Thanks again.
Title: Re: CPWizard v1.57 Released
Post by: headkaze on February 01, 2008, 12:54:30 pm
Works now, although a times the CP does not show up.  I have to press the show key a few times to get it to work.  I'm thinking of updating to the newest Mame version so should not be a problem in the future.  Thanks for helping out.  How do you fade the buttons which are not being used?  That would be a cool feature to have on my cab.  Thanks again.

You need to use a LabelLink. So you select a button then show the button's properties. Then under Label Link select the label it is associated to. Then if the control is not being used it will alpha fade the control out.
Title: Re: CPWizard v1.57 Released
Post by: DP Louie on February 02, 2008, 10:44:07 pm
This program is great, and it just keeps getting better with each update!  Hands down the best CP viewer!  With that said....  is there any way to get the full menu to display when using the command line?  I can get the individual menu selections to work via the -mode option, but I would like to have the CPWizard main menu come up.  The reason I ask is because I am trying to configure the program to work from Mala BEFORE the game is launched.  Thanks!
Title: Re: CPWizard v1.57 Released
Post by: headkaze on February 03, 2008, 04:15:20 pm
This program is great, and it just keeps getting better with each update!  Hands down the best CP viewer!  With that said....  is there any way to get the full menu to display when using the command line?  I can get the individual menu selections to work via the -mode option, but I would like to have the CPWizard main menu come up.  The reason I ask is because I am trying to configure the program to work from Mala BEFORE the game is launched.  Thanks!

I don't know why I didn't document this but you can show the menu by using

CPWizard.exe -mode mainmenu -show

so to show the Main Menu for the Mame game 1942, you would use

CPWizard.exe -mode mainmenu -emu mame -game 1942 -show

Please note that you made me realize there was a bug when showing the main menu that wouldn't allow you to exit back to the menu after selecting a menu item. This is fixed in Version 1.6.
Title: Re: CPWizard v1.6 Released
Post by: DP Louie on February 04, 2008, 02:06:12 am
Thanks for the update.  I have it working and showing the main menu, however only Control Panel and Artwork show the correct files.  Game Info, Game History, and Mame Info show a blank screen.  After some experimentation, it shows a blank screen for these same categorys even when using -mode gameinfo, etc.  It must not be getting the rom name passed to it for these?  Just a guess.  Or am I missing something.  I tryed checking the "Enable dynamic data loading" box, but it didn't help.  Thanks again
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 04, 2008, 03:18:40 am
Thanks for the update.  I have it working and showing the main menu, however only Control Panel and Artwork show the correct files.  Game Info, Game History, and Mame Info show a blank screen.  After some experimentation, it shows a blank screen for these same categorys even when using -mode gameinfo, etc.  It must not be getting the rom name passed to it for these?  Just a guess.  Or am I missing something.  I tryed checking the "Enable dynamic data loading" box, but it didn't help.  Thanks again

Show me the command line your using. You have to send the ROM name. If your using Mala I think it looks like this

Code: [Select]
CPWizard.exe -mode mainmenu -emu mame -game %rom% -show
Title: Re: CPWizard v1.6 Released
Post by: DP Louie on February 04, 2008, 09:35:35 am
Yes, thats the exact line I am using.  I've also tried it with the "-mode mainmenu" at the end of the command line and I get the same results.  Something strange that happens is when I first boot the cab, CPWizard works perfectly before you launch a game (although there is a slight delay in bringing up the menu).  Then, when you launch a game and try to bring up CPWiz, nothing happens.  If I exit Mala to windows and then restart Mala, I get my original problem again (CPWiz works great during a game, but has blank info screens if run before a game).  Thanks for your help!
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 04, 2008, 06:39:29 pm
Yes, thats the exact line I am using.  I've also tried it with the "-mode mainmenu" at the end of the command line and I get the same results.  Something strange that happens is when I first boot the cab, CPWizard works perfectly before you launch a game (although there is a slight delay in bringing up the menu).  Then, when you launch a game and try to bring up CPWiz, nothing happens.  If I exit Mala to windows and then restart Mala, I get my original problem again (CPWiz works great during a game, but has blank info screens if run before a game).  Thanks for your help!

I'm not sure why some menu options are not showing but I'd like to fix this. Any chance you can do some experiments for me to help me locate the problem?

The best thing to do is to go into C:\Program Files\CPWizard and drag the CPWizard.exe over using the right mouse button then select "Create Shortcuts Here" Then rename the shortcut from "Copy of CPWizard" to something like "1942". Then right-click the shortcut and select Properties. Now under target you can add in command line options to test.

Eg.

"C:\Program Files\CPWizard\CPWizard.exe" -mode mainmenu -emu mame -game 1942 -show
"C:\Program Files\CPWizard\CPWizard.exe" -mode mainmenu -emu mame -game sf2 -show

Then double clicking on the shortcut will launch the CPWizard with those options.

What I need you to do is help me locate in what circumstance the menu items do not show. Because right now with all my testing I can not reproduce the problem. Also when the problem occurs can you check your CPWizard.log file for any errors. Post your results here. If you can help me track down the bug I will fix it :)
Title: Re: CPWizard v1.6 Released
Post by: DP Louie on February 04, 2008, 08:19:05 pm
Okay, I deleted the cpwizard.log file (so that it would create a new one) then I typed the following in from the windows command line prompt: cpwizard.exe -mode mainmenu -emu mame -game 1942 -show.  The main menu came up fine, the control panel looks fine as does the artwork, but the game info, mame info, and scoring screens were all blank.  Attached is the .log file.  Thank you for your patience and help - much appreciated!  This isn't a huge problem, just an annoying one!
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 04, 2008, 09:37:53 pm
Okay, I deleted the cpwizard.log file (so that it would create a new one) then I typed the following in from the windows command line prompt: cpwizard.exe -mode mainmenu -emu mame -game 1942 -show.  The main menu came up fine, the control panel looks fine as does the artwork, but the game info, mame info, and scoring screens were all blank.  Attached is the .log file.  Thank you for your patience and help - much appreciated!  This isn't a huge problem, just an annoying one!

Yep if there is an "ERROR @ ..." entry in the CPWizard.log there is definately a bug and it needs to be reported here so I can track it down and fix it :)

I think I've fixed the bug in Version 1.61. Can you try that and let me know how you go?
Title: Re: CPWizard v1.6 Released
Post by: DP Louie on February 05, 2008, 12:41:35 am
Thanks Headkaze!  Works perfectly now!  One more small gripe and I'll leave you alone ;) - when scrolling thru the menu or the game history screens, is there any way to make the highlight bar scroll repeatedly when you hold the appropriate key?  The way its set now the highlight bar only moves one position up or down with each bump of the joystick, I'd like to be able to hold the stick down (or up) and scroll repeatedly.  Again, many thanks for the continual updates!
Title: Re: CPWizard v1.6 Released
Post by: TeutonicDarkness on February 14, 2008, 11:10:36 pm
 
 Can someone confirm this works correctly with
Mame 122, and 123?


Considering an update but want to make sure.


Thanks,
Title: Re: CPWizard v1.6 Released
Post by: name on February 17, 2008, 12:40:58 pm
Hi new to the forums this program looks great by the way but does it work with mamewah and CMD mame.
I am trying to configure it with my arcade, mamewah setup however most of the links for the dat, CP files etc on the website are mainly for mame32.
Thanks
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 17, 2008, 12:55:51 pm
Hi new to the forums this program looks great by the way but does it work with mamewah and CMD mame.
I am trying to configure it with my arcade, mamewah setup however most of the links for the dat, CP files etc on the website are mainly for mame32.
Thanks

Not sure what you mean "for Mame32"? The dat files are for any Mame version. I run vanilla Mame for example, not Mame32. BTW The dat files used by CPWizard are included in the install, so no need to get them from anywhere.

CPWizard should work fine with any front end. It has two modes of operation; stand-alone and residant. Stand-alone means you can run it through the command line like any other CP viewer program. Resident means it runs in memory and runs independantly of the FE. So it should work fine with MameWah either way.

There is someone who is writing a document on how CPWizard works so hopefully it will be able to explain these things a bit more clearly.
Title: Re: CPWizard v1.6 Released
Post by: name on February 17, 2008, 01:58:55 pm
I got a bit confused with all the links on the website saying command, control dat etc. I have pointed cpwizard to my mame.exe then did the preview but my buttons seem to be completely wrong. Any ideas as to why this is?
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 17, 2008, 03:50:47 pm
I got a bit confused with all the links on the website saying command, control dat etc. I have pointed cpwizard to my mame.exe then did the preview but my buttons seem to be completely wrong. Any ideas as to why this is?

If you haven't assigned the right keycodes to match your own CP controls then they wont display correctly. The example layouts included use the default keys for an IPAC, so they will only look right if your CP is using one. If your keys are not assigned like the default keys for an IPAC, you will need to change each label to be the same KEYCODE to match your own CP.

You might want to wait for the documentation that is coming out soon.
Title: Re: CPWizard v1.6 Released
Post by: name on February 18, 2008, 06:45:05 am
I think your right i best wait for the guide, thanks.
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 18, 2008, 03:24:39 pm
I think your right i best wait for the guide, thanks.

If you download the new Version 1.63 and then select Help > Help, there is now a help system that covers most topics there. So it should help you out. If you still have problems or don't understand something feel free to post a question here.
Title: Re: CPWizard v1.6 Released
Post by: mmalficia on February 22, 2008, 09:27:38 pm
fhi all 
first wanted to say thanks for this awesome app :>   

im having  a few issues (1 already solved earlier in this thread (-show mainmenu) 

im using CPwizard with mala  and im haveing issues with some Emu's  or pc games.  after  i fire the  CPwiz main menu     like project 64   ..  i can get  it  to view all the info i need  but once i exit  CPwiz  again  project 64  is  minimized to the task bar in win xp sp2     or its  no longer full screen and running in a window ..    several other emu's/games  are  having the same issue (not mame thou)   

any  help getting this  sorted out  would be very much appreciated :> 

Thanks  Mmal



Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 23, 2008, 04:33:13 pm
fhi all 
first wanted to say thanks for this awesome app :>   

im having  a few issues (1 already solved earlier in this thread (-show mainmenu) 

im using CPwizard with mala  and im haveing issues with some Emu's  or pc games.  after  i fire the  CPwiz main menu     like project 64   ..  i can get  it  to view all the info i need  but once i exit  CPwiz  again  project 64  is  minimized to the task bar in win xp sp2     or its  no longer full screen and running in a window ..    several other emu's/games  are  having the same issue (not mame thou)   

any  help getting this  sorted out  would be very much appreciated :> 

Thanks  Mmal

Unfortunately some emulators (like Project64) don't like to be minimized. And that means they really don't work well with CPWizard. There might be some tweaking that can be done to get some to play nice, but in general some may never work. Project 64 is a strange one, try minimizing in when it's full screen. It creates a new window and does some really strange stuff. Certainly not what one would consider normal window behaviour anyway. I haven't had a whole lot of time to test many emu's out with CPWizard. There are probably things I can do to improve compatibility with some of them. One day I might get around to doing that.
Title: Re: CPWizard v1.6 Released
Post by: urbecrisch on February 28, 2008, 11:54:41 am
Headkaze, so far CP Wizard is working fine with my Mame games.  When I press the designated key to show the CP, Mame pauses and resumes once I exit CPWiz:)  Now I noticed in some games when I bring up CP Wiz, 2 buttons on the player 2 side will show UP and DOWN when they are supposed to be faded out and not used.  What can I do to troublshoot the problem?  The buttons are always the I and K default Mame button controls.
Title: Re: CPWizard v1.6 Released
Post by: headkaze on February 28, 2008, 05:59:15 pm
Headkaze, so far CP Wizard is working fine with my Mame games.  When I press the designated key to show the CP, Mame pauses and resumes once I exit CPWiz:)  Now I noticed in some games when I bring up CP Wiz, 2 buttons on the player 2 side will show UP and DOWN when they are supposed to be faded out and not used.  What can I do to troublshoot the problem?  The buttons are always the I and K default Mame button controls.

Yes you will see this happen in 3 players or higher games because Player 3's default mappings for Up, Down,  Left and Right are KEYCODE_I, KEYCODE_K, KEYCODE_J and KEYCODE_L respectively. If you go into Mame and press Tab, then Input (General), select Player 3 Controls and set P3 Up, P3 Down, P3 Left and P3 Right all to None. Exit Mame. Restart CPWizard if you have it running. Now it shouldn't show those extra labels.
Title: Re: CPWizard v1.6 Released
Post by: urbecrisch on February 28, 2008, 07:07:30 pm
Worked like a charm!  Thanks Headkaze! :)
Title: Re: CPWizard v1.7 Released
Post by: headkaze on April 08, 2008, 09:41:58 am
CPWizard v1.7 Released

- Improved input mapping
- Enhanced preview window
- Changed keywords to Layout Maps and added Constants, NumPlayers and Alternating options
- Fixed moving objects with cursor keys
- -exitmenu option added
- Player Codes added for alpha fading joysticks and start and coin buttons

NOTE: If your using the old "keywords" feature you will have to create them again using the new Layout Maps. It works pretty much the same but allows for more complex layout loading rules.
Title: Re: CPWizard v1.7 Released
Post by: headkaze on April 09, 2008, 05:10:59 pm
CPWizard v1.71 Released

- Fixed major bug from last release.
- Added Exit To Menu option in Data options.
- Improved preview window.
- Preview window remembers last game.
- Added buttons to change order of Layout Maps.
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 07:51:37 pm
Oh look copyright infringement.
Title: Re: CPWizard v1.71 Released
Post by: SirPoonga on April 09, 2008, 08:08:50 pm
Oh look copyright infringement.
Explain.

Headkaze, FYI, I updated the lightguns in controls.dat.  I will get around to updating hte mame version hopefully soon.  The project is still open to volunteers to find the correct controls for games.
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 08:13:10 pm
Simple he is distributing artwork that I created, that he doesn't have permission to distribute.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 08:19:02 pm
Oh look copyright infringement.

You won't quit will you Nologic? First you troll me on the GameEx forums (and which you keep creating alts and trolling again and again), then on here (until Saint added the ignore module), and then through e-mail (which I had to add a filter for you). Now your saying I'm breaking copyright. That is a load of crap and you know it. Firstly the artwork you updated was originally by me or other sources, so I or the original creator own the copyright. For example the keyboards you added Photoshop effects to, I created. Secondly the artwork is already in public domain, so you can't just slap copyright on something when you feel like it. I have PM's that prove you gave me permission to use your graphics, and I quote, "By the way your welcome to use any of the graphic's I create in your app's...not sure what use they would be at this current point...but they are there if you find a use for them.". So I'm afraid your wrong, I am not breaking copyright law. Finally I am not making any money from CPWizard as it's free software. So I can't understand why you would want me to remove artwork in free software I do for this community. Now buzz off will you!

SirPoonga: I noticed that the lightgun entries were set as AD_STICK, so I did update my local copy if that's what you mean. Glad to hear you'll be doing an update soon :) BTW You might find the Preview button in CPWizard 1.71 useful in that it can export all the controls for importing into an Excel spreadsheet. It included constant's from Mame's generated output.
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 08:46:05 pm
Just effects eh?

Old
(http://img160.imageshack.us/img160/3491/keyboardkeyslq7.th.png) (http://img160.imageshack.us/my.php?image=keyboardkeyslq7.png)

New
(http://img87.imageshack.us/img87/2733/keyboardkeysnsp0.th.png) (http://img87.imageshack.us/my.php?image=keyboardkeysnsp0.png)

Old
(http://img519.imageshack.us/img519/4404/64401396jj2.png) (http://imageshack.us)

New
(http://img519.imageshack.us/img519/6646/48649951pc7.png) (http://imageshack.us)

Further I could possibly drawn off my prior work could have I? (http://hosted.planetquake.gamespy.com/clandestyne/gbptkeyb.asp)

Nah that just wouldn't be possible would it? (http://hosted.planetquake.gamespy.com/clandestyne/skin_gallery.asp)

Oh and yeah you do have PM's granting you permission...then you also have PM's revoking permission...also as a USA citizen copyright is automatically granted upon creation.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 08:51:47 pm
Just effects eh?

Yes just effects, your screenshots prove that already. You may have used a different font but you did only enhance graphics created by me. And as for the Command.Dat stuff, I'll re-create those using the WingDings font like you have if you wish. Not because I'm breaking the law (because I'm not) but to shut you up.
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 08:56:58 pm
hmm oddly they don't occupy the same pixel size or shape...seems to me that there is more than effects in play there...further there is no matching colors that I'm aware of...so you have in fact infringed.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 09:07:52 pm
Nice try, but I have the actual graphics used in CPWizard here, so moving around the keys for your screenshot just makes you look like a fool. Check out this overlay of your graphics with my original. The F keys have moved to the left that is all.

So are you going to take me to court Nologic?
Title: Re: CPWizard v1.71 Released
Post by: SirPoonga on April 09, 2008, 09:13:56 pm
SirPoonga: I noticed that the lightgun entries were set as AD_STICK, so I did update my local copy if that's what you mean. Glad to hear you'll be doing an update soon :) BTW You might find the Preview button in CPWizard 1.71 useful in that it can export all the controls for importing into an Excel spreadsheet. It included constant's from Mame's generated output.
Well, updating to a new version of mame isn't going to change anything.  No new games the list is the same.

Lightguns are now lightguns, not sticks.

If you want him off your case ask some of the artists here to make the keyboard graphics.
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 09:16:27 pm
Interesting attempt...but you forget I have the PSD...so I didn't move ---Cleveland steamer---...and why would I?

No gloss anyone?

(http://img85.imageshack.us/img85/876/keyboardkeysnxm8.th.png) (http://img85.imageshack.us/my.php?image=keyboardkeysnxm8.png)

SirPoonga -

Do you know why I'm on his case...and what he's not allowed to distribute anymore...its because I refused to make him a free skin for his WIP FE...which then he banned me over at the GameEx forum in retaliation.

If others want to be screwed over by him...they are welcome to it.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 09:21:34 pm
Well, updating to a new version of mame isn't going to change anything.  No new games the list is the same.

Lightguns are now lightguns, not sticks.

If you want him off your case ask some of the artists here to make the keyboard graphics.

Yeah good idea.. anything to get this lunatic off my case  ;D

Nologic: I have the psd's too remember. All you did was resize the keyboard before you applied your Photoshop effects. If you made the graphics from scratch the overlay I posted wouldn't match up.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 09:23:44 pm
Do you know why I'm on his case...and what he's not allowed to distribute anymore...its because I refused to make him a free skin for his WIP FE...which then he banned me over at the GameEx forum in retaliation.

If others want to be screwed over by him...they are welcome to it.

That is a lie Nologic. You got banned because you threatened me and broke your two day ban by creating an alt and trolling me. I told you I didn't want you to make a skin for my FE because you wanted to be PAID for it. Razor is going to be a free FE so why would I want to pay you to make a skin for it? Idiot.
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 09:27:02 pm
yup you got a good part of the PSD's...thats back when I thought you where a decent fella...found out differently since.

So your claiming copyright because of the layout...boy I think there are a number of keyboard manufactures that would be willing to dispute that with you.

Lets see mine version is larger...has rounded corners, different colors, different shadows, lettering...not to mention I did a keyboard of the same layout years prior....hmm.

================

Exactly what was the threat?...there wasn't one.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 09:36:44 pm
yup you got a good part of the PSD's...thats back when I thought you where a decent fella...found out differently since.

For anyone that wants to read the facts (http://www.gameex.info/forums/index.php?showtopic=5055)

So your claiming copyright because of the layout...boy I think there are a number of keyboard manufactures that would be willing to dispute that with you.

Lets see mine version is larger...has rounded corners, different colors, different shadows, lettering...not to mention I did a keyboard of the same layout years prior....hmm.

So your layout that you did years prior just so happens to line up with the one I created? Amazing. And yes, all those are Photoshop effects you applied to my original artwork. My overlay proves that without a doubt.

Exactly what was the threat?...there wasn't one.

You know what you said to me Nologic so don't play this game with me. Any moderator or admin is welcome to contact Tom Spiers who has copies of all the PM between me and Nologic when he went off the rails. So I'll let the facts speak for themselves. You have lied about so much already as to why you were banned, there is no point in me arguing facts here with you.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 09, 2008, 09:44:39 pm
Sorry to interrupt your argument with the troll (I don't think you need to worry much about who people will believe in here - the new guy that was banned from another forum or the guy that has contributed a lot to our community).

Upon installing 1.71 all my layout maps are gone. I assume that's a bug as I didn't uninstall 1.7, I just did an over-install, so I'd expect them to be preserved. I can recreate them of course, but I did have quite a few, so I would hope that I won't have to recreate them every time I upgrade! :)
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 09:49:10 pm
Sorry to interrupt your argument with the troll (I don't think you need to worry much about who people will believe in here - the new guy that was banned from another forum or the guy that has contributed a lot to our community).

Upon installing 1.71 all my layout maps are gone. I assume that's a bug as I didn't uninstall 1.7, I just did an over-install, so I'd expect them to be preserved. I can recreate them of course, but I did have quite a few, so I would hope that I won't have to recreate them every time I upgrade! :)

Doh! Yeah sorry about that, re-installing CPWizard overwrites everything in the install. Including the Input Maps. The reason it does this is because I have two default Input Maps for Lightgun and Mahjong games. I will have to look at my Inno Installer script and see if I can somehow modify it so it doesn't do that. For now though, just back up before you update ;)
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 09:49:29 pm
Yeah well you got Tom by the balls somehow...not sure how.

I didn't apply anything to your artwork...the fact the F-keys dont' line up speaks volumes to discount your grounds. Further the PSD's don't hold any of your artwork...and frankly if you scaled your artwork I doubt very much it would actually match up with what I did.

Scaling down is subjective...scaling up is a little less subjective.

I haven't lied about anything.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 09, 2008, 10:09:57 pm
Come on, nologic. Obviously you're not going to win an argument with him here because you two have a history that shows you won't. As a result, your posts here are nothing more than pollution. How about you let it go, at least in terms of wasting the time of people who want to follow this thread.

Headkaze- uh, is it me or does 1.71 not activate at all in response to the mame output system now? It works just fine in preview mode, but not when I launch mame and pause it anymore. ???

Also a very minor nit - for the preview window's preview toolbar button, I suggest changing the tooltip text. It says "View CPWizard" but I'm already viewing CPWizard ;) - how about changing it to "View Preview".
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 09, 2008, 10:34:18 pm
I will not condone him infringing on my work.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 09, 2008, 10:49:19 pm
Come on, nologic. Obviously you're not going to win an argument with him here because you two have a history that shows you won't. As a result, your posts here are nothing more than pollution. How about you let it go, at least in terms of wasting the time of people who want to follow this thread.

Headkaze- uh, is it me or does 1.71 not activate at all in response to the mame output system now? It works just fine in preview mode, but not when I launch mame and pause it anymore. ???

Also a very minor nit - for the preview window's preview toolbar button, I suggest changing the tooltip text. It says "View CPWizard" but I'm already viewing CPWizard ;) - how about changing it to "View Preview".

Hmmm can't seem to replicate that. It shows fine for me. Can you check your CPWizard.log file for any errors?
Title: Re: CPWizard v1.71 Released
Post by: Nologic on April 10, 2008, 01:28:35 am
hmm here is a little less forgiving version of the overlay.

(http://img521.imageshack.us/img521/2177/keyboardkeysncopyqa9.th.png) (http://img521.imageshack.us/my.php?image=keyboardkeysncopyqa9.png)

If I used your work...why is there concaved area's...why are some keys bigger...and some smaller...off set...spacing.

There is little doubt that it was created as a replacement for your original artwork...but there very much is doubt that this was created from your artwork.

Go scam someone else.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 10, 2008, 02:23:22 am
Come on, nologic. Obviously you're not going to win an argument with him here because you two have a history that shows you won't. As a result, your posts here are nothing more than pollution. How about you let it go, at least in terms of wasting the time of people who want to follow this thread.

Headkaze- uh, is it me or does 1.71 not activate at all in response to the mame output system now? It works just fine in preview mode, but not when I launch mame and pause it anymore. ???

Also a very minor nit - for the preview window's preview toolbar button, I suggest changing the tooltip text. It says "View CPWizard" but I'm already viewing CPWizard ;) - how about changing it to "View Preview".

Hmmm can't seem to replicate that. It shows fine for me. Can you check your CPWizard.log file for any errors?

No errors there. I tried uninstalling (and making sure no files were left behind) and reinstalling. Same thing. I tried uninstalling and downgrading to 1.70, and it worked. I then over-installed 1.71 and it's not working again. The only configuring I did was to select the mame executable. Something is definitely goofy with 1.71.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 10, 2008, 07:20:21 pm
No errors there. I tried uninstalling (and making sure no files were left behind) and reinstalling. Same thing. I tried uninstalling and downgrading to 1.70, and it worked. I then over-installed 1.71 and it's not working again. The only configuring I did was to select the mame executable. Something is definitely goofy with 1.71.

Can you post your CPWizard.log and CPWizard.ini files here please. Can you also zip up your LayoutMaps and Profiles folder as well.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 10, 2008, 07:26:55 pm
Like I said, it's a totally clean install, but here you go.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 10, 2008, 08:13:38 pm
Everything looks fine there. Your gonna have to bear with me if you don't mind and help me locate the problem. First thing to do is use the attached replacement exe which will give extra debug info to CPWizard.log. So copy it over, run CPWizard then minimize it. run a Mame game, then pause it, exit out, close down CPWizard then post your CPWizard.log file here. Hopefully it will give me a bit more of an idea where the bug is.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 10, 2008, 08:30:35 pm
I figured out the problem. It only happens if you don't minimize cpwizard, starting in 1.71. In prior releases not minimizing caused no problem. As long as I minimize 1.71 or your special build, it works fine. I've attached the log produced by your special build *without minimizing* (since that's the requirement to reproduce) in case that is still useful to you.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 10, 2008, 08:35:21 pm
I figured out the problem. It only happens if you don't minimize cpwizard, starting in 1.71. In prior releases not minimizing caused no problem. As long as I minimize 1.71 or your special build, it works fine. I've attached the log produced by your special build *without minimizing* (since that's the requirement to reproduce) in case that is still useful to you.

Doh! Yes I forgot to mention that CPWizard needs to be minized now, sorry. Oh well! Glad it's working okay then :)

Hmm makes me wonder if I should change it back, that will probably confuse alot of people..
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 10, 2008, 08:40:06 pm
Well, considering the fact that the preview screen now has a "launch game" button, I'd say you should change it back - otherwise that feature is broken because cpwizard is never minimized when you click the button!

Well, at least we got to the bottom of it!
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 12, 2008, 07:19:59 pm
Don't forget to change the subject to announce 1.72! :)

I like the mini info option, and it's nice to see you fixed the non-minimized issue.

A few things...

I finally moved my cpwizard stuff over to my cabinet today and tried it out. It is fantastic and a tremendous addition to it. Thanks so much and keep up the great work!!! :notworthy:
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 13, 2008, 04:26:50 am
The main issues I have with my code to send keys to Mame is (a) stability, because I use a dll to attach to the Mame process and subclass it's WndProc calls it might inadvertantly cause Mame to crash. If you exit CPWizard before closing Mame for example, Mame will crash. This is because the only way to inject keys into Mame's new Raw Input System is to "hack" your way into it. And (b) The fact the host application needs to run on any CPU and launch either the 32 or 64 bit versions of the dll (which I have working) but because CPWizard is still only 32-bit because of some of the 32-bit dependancies I will probably have to launch a separate program to inject the keys. It's just a little "ugly" for my liking so I am hessitant to implement it.

As for modifying the Mame source to pause, I don't think it would be that difficult. All you have to do is add a new message for the "Mame Output" window (check out output.c) there is a function called output_window_proc(). Basically you would add an extra event using RegisterWindowMessage() (lets call it IM_MAME_PAUSE).

Inside winoutput_init()

im_mame_pause = RegisterWindowMessage(IM_MAME_PAUSE);

Then inside output_window_proc()

if (message == im_mame_pause)
    mame_pause(Machine);

From CPWizard I simply say PostMessage(hwnd, im_mame_pause, 0, state); to pause Mame.

Anyway something like that should work. I would prefer to use this method and create a diff for it as it doesn't have all the problems my other method brings.

Quote
I have a vertically oriented monitor and the panel gets squished (aspect ratio not maintained). What do I need to do to correct this?

Have you tried replacing the background image to be a vertical orientation? You will have to move all the buttons around to make it look right, but it should work okay.

Quote
I could have sworn that 1.70 showed numbers for the PLAYER START labels, but they appear blank now - did this get broken?

No I don't think it ever did this. Just add a "Custom Text" label if you want to put numbers on your start buttons.

Quote
I'm working on separate layouts for 3 and 4 player games (I have external boxes that plug into my panel with DB9 cables) but I can't get the alternating filter to work. The only filters I set for my layout map are numplayers=3 and alternating=no. Then when I try to preview Rampage, it falls back to the default layout. If I change alternating to a *, then it works (but of course that's not how I want it configured). Rampage does list as 3 players and not alternating, so it seems that there's a bug in determining which layout to use.

Yep you found a bug. I'll upload a fix soon.

Quote
I noticed that when I pause mame, there is a flicker where the desktop becomes visible for a moment and then mame plus cpwizard appear. Is there any way to eliminate that? It's not a huge issue, but of course ideally you want cpwizard to essentially appear to be part of mame, not something that is clearly distinct.

You could try one of the "Hide Desktop Options" under General options. Like "Hide Desktop Using Forms". To be honest I didn't do a hell of alot of testing with all that though. I should probably look into using that same method just for when CPWizard is being shown.

Quote
I don't know if this is common or not, but I have been editing my layouts and settings on my desktop machine and then copying certain files over to my cabinet. This would include my layout maps (including default "mame layout" map) and panel files (including graphics, because not all of them came with the install). A "deploy to cabinet" feature would be cool, where you would specify the UNC path to the remote cpwizard installation and it would copy over all relevant files and/or settings. Certainly not critical by any means, but if this is something many people do manually, then it might be worth adding.

There is no cure for lazyness! lol Probably not something I would do. You know what though you could setup a shortcut that will copy over the files to your cab when you double click it. That is how I update things to my cab.

Quote
Oh, and I still think making the preview window modeless just like the object properties window would be very handy while making several iterations of tweaks to a layout.

Yes it's a good idea, I'll consider it :)
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 13, 2008, 05:01:08 am
TheShanMan: I uploaded CPWizard again with the fix for using alternative in Layout Maps.

Also I just tried making those source changes I was talking about and got Mame compiling okay, so far so good. All I have to do now is see if I can trigger the pause from sending the message to Mame. I'll let you know how I go :)

EDIT: Okay I got Mame pausing from CPWizard now :) I'll just have to put a diff together and release a new version of CPWizard...

EDIT2: Okay Version 1.73 released with a bezel_0124.diff that should add the unpausing. You will have to apply the diff and also go to Edit->Options->Mame and tick "Send Pause Key" in CPWizard. Can you give it a try and let me know if it works okay for you. Can you also test to see if the Alternating variable in Layout Maps works okay now.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 13, 2008, 12:21:04 pm
Quote
I have a vertically oriented monitor and the panel gets squished (aspect ratio not maintained). What do I need to do to correct this?

Have you tried replacing the background image to be a vertical orientation? You will have to move all the buttons around to make it look right, but it should work okay.

I'll give it a try later today.

Quote
I could have sworn that 1.70 showed numbers for the PLAYER START labels, but they appear blank now - did this get broken?

No I don't think it ever did this. Just add a "Custom Text" label if you want to put numbers on your start buttons.

The problem with just putting the numbers on there is they will appear whether or not the button is "enabled".

Quote
I'm working on separate layouts for 3 and 4 player games (I have external boxes that plug into my panel with DB9 cables) but I can't get the alternating filter to work. The only filters I set for my layout map are numplayers=3 and alternating=no. Then when I try to preview Rampage, it falls back to the default layout. If I change alternating to a *, then it works (but of course that's not how I want it configured). Rampage does list as 3 players and not alternating, so it seems that there's a bug in determining which layout to use.

Yep you found a bug. I'll upload a fix soon.

Confirmed the fix. Thanks! However, I'm trying to get my player 4 controls working. All the keys for player for are on the number pad (num2, num4, num6, num8, num0, numdel, numenter), but for some reason the controls are always dimmed and I can't get them to work. I'm trying it with simpsons. Any idea what could be the problem? Could this be a bug or what could I be doing wrong?

EDIT: Found the problem, and it's the same as the cfg file bug I posted about below, so see that post for more details.

Quote
I noticed that when I pause mame, there is a flicker where the desktop becomes visible for a moment and then mame plus cpwizard appear. Is there any way to eliminate that? It's not a huge issue, but of course ideally you want cpwizard to essentially appear to be part of mame, not something that is clearly distinct.

You could try one of the "Hide Desktop Options" under General options. Like "Hide Desktop Using Forms". To be honest I didn't do a hell of alot of testing with all that though. I should probably look into using that same method just for when CPWizard is being shown.

I'll play with these options later today.

Quote
I don't know if this is common or not, but I have been editing my layouts and settings on my desktop machine and then copying certain files over to my cabinet. This would include my layout maps (including default "mame layout" map) and panel files (including graphics, because not all of them came with the install). A "deploy to cabinet" feature would be cool, where you would specify the UNC path to the remote cpwizard installation and it would copy over all relevant files and/or settings. Certainly not critical by any means, but if this is something many people do manually, then it might be worth adding.

There is no cure for lazyness! lol Probably not something I would do. You know what though you could setup a shortcut that will copy over the files to your cab when you double click it. That is how I update things to my cab.

Oh, man. You caught me! Yeah, I can make a batch file to do it, you're right. But then again there's that laziness factor (just kidding).

Okay Version 1.73 released with a bezel_0124.diff that should add the unpausing. You will have to apply the diff and also go to Edit->Options->Mame and tick "Send Pause Key" in CPWizard. Can you give it a try and let me know if it works okay for you. Can you also test to see if the Alternating variable in Layout Maps works okay now.

I will kick off a build now to try, and I'll get back to you later. I haven't moved to 0.124 yet, but under the hope that the patch is also compatible with 0.123, I'll try that. If the build fails, I'll try it on 0.124.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 13, 2008, 09:16:41 pm
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 :)
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 13, 2008, 09:32:49 pm
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.
Title: Re: CPWizard v1.71 Released
Post by: 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!

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.
Title: Re: CPWizard v1.71 Released
Post by: 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.

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
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 15, 2008, 07:16:44 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.

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.

Unpausing seems to work great, as does the transition from mame to cpwizard, so thanks a lot

I agree, I really like that! Thanks for the cool ideas :)

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.

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.

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.

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.

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.

Ahh thats good to know, so the above fix will solve this problem from occuring again.

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.

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.

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

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 :)
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 15, 2008, 08:11:34 pm
Thanks for the detailed feedback and considering all my feedback!

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.

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.

The thing is, I'm trying to make cpwizard just appear and disappear with pause. In other words, if we have friends over and their kids are playing games, they shouldn't need to know the rules to make cpwizard work right. Bear in mind that I'm using the "show cp only" option here. So some kid hits pause during the game and the cp for that game shows up. That kid isn't going to know to hit esc-esc to get back to the game. Naturally, the kid is going to try to hit pause again in order to unpause the game, and it won't work.

Hopefully that's convincing enough. Otherwise, I'll have to unhook cpwizard from the pause system entirely and make it only appear when a shifted key is pressed, which I think would be a real bummer. In other words, it would be relegated to the same hidden feature approach as the mame "tab" menu.

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.

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.

I may give that a try, but I will probably just live with it as is - I don't want a perceptible slow down. I want it as immediate as possible.

I don't suppose you would consider adding a "reload game configuration" menu item to the cpwizard menu? That would be a nice compromise that I could definitely live with, and it could even be unchecked by default if you think most people wouldn't care about it. ;D
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 15, 2008, 09:21:14 pm
Quote
The thing is, I'm trying to make cpwizard just appear and disappear with pause. In other words, if we have friends over and their kids are playing games, they shouldn't need to know the rules to make cpwizard work right. Bear in mind that I'm using the "show cp only" option here. So some kid hits pause during the game and the cp for that game shows up. That kid isn't going to know to hit esc-esc to get back to the game. Naturally, the kid is going to try to hit pause again in order to unpause the game, and it won't work.

Hopefully that's convincing enough. Otherwise, I'll have to unhook cpwizard from the pause system entirely and make it only appear when a shifted key is pressed, which I think would be a real bummer. In other words, it would be relegated to the same hidden feature approach as the mame "tab" menu.

Set the "Back Key" to be "KEYCODE_ESC|KEYCODE_P" and have the "Back Key will Exit Menu" option set. Then you can press the pause key to show CPWizard and pressing pause again twice will exit back to Mame. The escape key will exit back as well since you can define multiple keys to a single function. I just tested it and it works okay.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 15, 2008, 09:45:19 pm
OK, that's certainly better than nothing, but then again, if you hit pause when showing the cp and you land on the cpwizard menu, that's not exactly intuitive. And once you're there, it's not exactly intuitive to hit pause again. My goal is to make cpwizard seamlessly and intuitively integrate with mame's pause system, but as it is it's not quite there yet.

Obviously you're not easily convinced regarding this point, and at the same time obviously I feel pretty strongly about my point. Hopefully you don't mind a little back and forth as I try to convince you. ;D I certainly could see not wanting to add another key setting to the input tab, so if that was a big part of your reasoning, then hopefully you like this clever idea I came up with...

It occurred to me on the way home that really you don't even need another setting for an "unpause key" (as far as I can tell). How about this: "Send Pause Key" being checked means it would respond to whatever key mame uses for pause (i.e. no need for configuring a key for this because you can get it automatically from mame). Wherever you are in cpwizard, hitting the mame pause key would exit cpwizard and unpause mame. And the back key would no longer do anything to the pause state in mame (and same goes for the "exit" menu item), so the mame-specific "send pause key" feature would be self-contained and would not "pollute" the non-mame-specific "exit" code.

Have I talked you into it yet? ;D

One other suggestion (for the record it's at the bottom of my wish list): while in the mameinfo/history windows, there is no key repeat. In other words, to get the window to scroll down you have to hit joystick down, let go, and repeat over and over. It's quite a deterrent to viewing anything that's below the bottom of the screen, especially with my vertically oriented monitor. Making it worse, there is a "cursor" in the window which you have to move to the bottom of the screen before you can get it to scroll at all. It would be nice if up/down directly scrolled the window. In other words, if you enter the screen and hit joystick down once, it should cause a scroll of one line. I would be happy for this to go on the backburner if I could get you to implement the pause key though!
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 19, 2008, 04:35:38 pm
I have another feature request for when you run out of other things to work on. ;) For the preview window, it would be really cool to have a "layout" column where it reports which layout will be chosen for each game based on the defined layout maps. That would make it really easy to work on layout maps and then check to see if every game is mapped as expected.

Also, it would be cool if you could filter the preview window list somehow. Would I have to edit listinfo.xml to do it? It would be cool if a separate file could store the list of games you're interested in seeing in the preview list as an easier way than paring down listinfo.xml.

These only affect "design mode", and to me "design mode" isn't as important as "runtime mode" - e.g. I'd much rather see the unpause request fulfilled than this one.

Looking forward to whatever goodies come in the next version, and thanks a lot!
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 23, 2008, 04:59:41 pm
Headkaze, not sure if this interests you, but it appears that sending the pause key to mame can be done without a mame source diff, according to u_rebelscum:

http://forum.arcadecontrols.com/index.php?topic=59867.msg828789#msg828789
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 23, 2008, 06:56:25 pm
Headkaze, not sure if this interests you, but it appears that sending the pause key to mame can be done without a mame source diff, according to u_rebelscum:

http://forum.arcadecontrols.com/index.php?topic=59867.msg828789#msg828789

He doesn't actually say how to do it though. Anyway as I said previously I already know how and have written a program that can inject keys into Mame's Raw Input system. I just consider it a hack so I don't want to put it into CPWizard.

Sorry about not replying to this thread in a while, I've been very busy with other projects. The DEFAULT thing in cfg files has been fixed already just haven't got around to making a new release.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 23, 2008, 07:11:59 pm
OK, that's what you were referring to. I get it now. No problem for me - I don't mind patching and building mame myself (I do it for hiscore anyway). I was just thinking it was a way to accomplish the task that you perhaps hadn't considered.

I figured you were busy with other stuff, so no problem. I'm sure after you work on something for a while you want to take a break from it and work on something else anyway - at least that's how I am. I'm looking forward to the next version with great anticipation, but I can wait until it's convenient for you.

I also look forward to your thoughts on my most recent "special unpause key" comments, although I won't complain if you want to surprise me by putting it into the next version without a mention of it here. ;D Again, no rush if you're busy with other stuff.
Title: Re: CPWizard v1.71 Released
Post by: Curatio on April 25, 2008, 04:51:14 pm
Does the diff file only work with .124? I'd like to get the unpause thing working also, but I'm running .118 right now.

I like ShanMan's idea of making CPWizard appear seamless by using the pause key to both exit CPWizard and unpause Mame, but it would be nice to still have access to the menu sometimes. Is it possible to have separate keys mapped to the "back" and "exit" functions? Another idea might be to replace the menu and use tabs instead. Have it default to the control panel tab, but you can move left or right to navigate to the other menu tabs.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 26, 2008, 12:41:16 am
I know it works with 123, but I don't know how far back it will work (maybe headkaze does).

Glad to have another person back me up on the "pause key exits and unpauses" idea! Power in numbers! ;D Hopefully he'll come around on that.

I'm not to excited about the tab idea personally though.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 26, 2008, 05:34:56 am
Two people will help your case TheShanMan  ;D

Consider "Pause Key Exits and UnPauses" on the cards ;)

As for the diff, I believe the mame_pause routine got changed fairly recently to included an extra parameter to specify the state of pause. Because of this the diff will only work since that change. I'm pretty sure it will work for quite a few releases after 124 maybe a few before. I'm not sure what version they changed mame_pause. If you check mame.c and the mame_pause looks like this

Code: [Select]
void mame_pause(running_machine *machine, int pause)
Chances are it will work.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 27, 2008, 02:33:09 am
Here are some bugs I've found:

Title: Re: CPWizard v1.71 Released
Post by: headkaze on April 27, 2008, 06:13:33 am
Here are some bugs I've found:

  • Quite frequently my buttons will lose their label link - frequently the label link will change to one of the other button labels (most commonly, P1 buttons change to LCONTROL, so I end up with multiple buttons set to LCONTROL, but it's also somewhat common for the label link to just become blank). I've been seeing this perhaps since I first started using CPWizard - initially I thought it was my problem but it has happened so many times now - it seems like every time I make changes and deploy them to my cabinet it will occur to at least one of my layouts, so I have to remember to go through them and double check every button first (a real pain obviously).
  • "Show CP Only" only works the first time it's used. You see the CP, then you exit to the menu, and exit back to mame. Next time you view CPWizard (whether same game or different game), you get the menu, not the "CP Only".
  • I'm not sure what my kids are doing, but it's fairly common after they have played for a while (without me of course), CPWizard will be "locked up". I can't exit it, and I can't even alt-tab to other applications because apparently it sets itself "always on top". I've also tried clicking the mouse button in case it was a focus problem, but that doesn't help either. I wish I had steps to reproduce, but thought it's at least worth mentioning in case anyone else has run across this too and they can shed more light on it.

- None of these issues can be replicated on two of my machines here. How are you running CPWizard? Resident mode or Standalone mode? Are you running it at startup or from command line etc.?
- Can you check your CPWizard.log file after you experience a problem to check if an error has occured in the application. Those are the bugs that are easy to track down and fix.
- If you run CPWizard without your FE running do the problems still occur?
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 27, 2008, 11:57:33 am
The label link problem does occur without my FE running because it happens in "design mode" on my desktop system where I pretty much never run my FE. My guess is this is the kind of bug that wouldn't show up in the log file. True? I'd be glad to check next time it happens though. I'm sure this problem doesn't happen all by itself - it's surely triggered by something that I do frequently or by something specific to my layout, but at this point I haven't the slightest clue what that is.

I thought the "Show CP Only" one would be easy to repro. I just tried on my desktop though and I can't repro there. It was happening over and over on my cab last night (I was testing out my layout maps on a bunch of games so it was a lot of "start game, pause, esc enough times to get back to FE, and repeat" and only the first time did the CP come up on pause). I guess I'll have to keep an eye on this one and see if I can figure out what the deal is on my cab. I run it resident (I'm not even sure how you run stand alone mode, but I'm after speed, not minimal resource usage). and it runs as a service using RunAsSvc (set to interact with desktop of course).

As for the "locked up" problem. I just figured out a way to repro it on my desktop! I'm guessing it's the same thing my kids are doing, but I don't know for sure. When a game is running, hit pause and then before CPWizard comes up (usually you gotta be fast!) hit escape to end the game. CPWizard comes up without mame running, and then when you try to exit the menu, it does nothing.
Title: Re: CPWizard v1.71 Released
Post by: ryantheleach on April 28, 2008, 07:46:33 am
Vote +1 for pause unpauses and returns to mame, now if we had an menu button, that is, a button that gives us the mame menu/gives us the frontend options/ gives us the cpwizard options depending whats on the screen, this would be REALLY cool.


so think it this way,

in mame hit admin gives us the the tab interface,
hit admin again returns to game

in mame hit pause gives us cpwizard,
hit pause unpauses returns to mame

in mame hit pause gives us cp wizard,
hit admin gives us cpwizard menu
hit pause returns to mame or hit admin returns to cpwizard.

just my 2c.

although this would make it rather un intuitive to find the other cool features of this program... maybe a menu at the top of the screen or wherever and use the controls as a background....hang on isn't this that tabs idea...sorry if i just sub-conscientiously hiveminded someone's idea

Edit: make that 4c.

to be able to remap controls using cp viewer in-game would be so much more awesome then mame doing it, (if it doesn't do so already)

think about it, select which control you want, then assign it to the original game button/function, now to get pictures of every game control ever made, lol

Edit: thought about it some more, and imho tabs are definitely the way to go, the problem lays in making them look good... i can see 2 options, either a sideways menu out of the way somewhere that operates on left and right and a butto npress to "enter", or "xbox 360 blades" style where left and right "just work".
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on April 30, 2008, 07:55:09 pm
Hey headkaze. Remember the suggestion I had of automatically picking up changes to key maps? I ran across the .NET class for notifying you of file system changes (IIRC CPWizard is C#). You didn't sound too interested in the idea, but just in case I thought I'd let you know... System.IO.FileSystemWatcher.

No pressure, but any idea when you might be getting back to CPWizard updates? I'll gladly wait, but just curious.
Title: Re: CPWizard v1.71 Released
Post by: jordya on April 30, 2008, 11:16:24 pm
hey...great application. Thanks.

Stupid question for you...how do you install the bezel_0124.zip patch? Maybe I missed it...or maybe I'm just "noob"erific... :dizzy:

Appreciate any help.

Thanks again
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 01, 2008, 01:27:48 am
You are just "noob"erific. ;) It requires downloading the mame source code and compiling your own mame binary, which is made quite easy by headkaze's Mame Compiler (see thread of that name in this forum). Also see the hiscore patch sticky thread if you want to have high scores saved for games which normally didn't save them when powered off.
Title: Re: CPWizard v1.71 Released
Post by: jordya on May 01, 2008, 11:53:59 pm
ok, the CP is not coming up automatically when I hit pause in a game. Here is what I did just to confirm...

1. Run the MC64Setup.exe to install.
2. Download the latest source for Mame (mame0124s.exe) and place it in Mame folder (C:\MinGW\source\Mame0124)
3. Unzipped the bezel_0124.zip file to (C:\MinGW\patches).
4. Apply the patch then run press the GO! button to compile.
...this process took 37 minutes to complete.

Then in CPWizard, I ran Export Batch using Bezel output type (Layout and Game info selected) to the following folder...(C:\mame\artwork)
...this took quite a long time as well.

After all that, I loaded MameWah and tested...
When I press pause, CP Wizard loaded up and I was able to select CP and view the CP. However, after I closed CP Wizard and tried pausing the game again...problems arose.

In the Mame video settings, I selected Show CP, which changed my screen ratio so everything was stretched. Also, after I un-paused the game, the CP was still on the screen. I've tried various configurations of showing and hiding the Bezel, CP, etc...and nothing seems to work.

Maybe I'm wrong, but after installing the bezel_0124.zip patch, shouldn't the CP appear on screen and disappear when resuming game play and is it supposed to change my ratio...

thanks again for the help/advice
Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 02, 2008, 12:11:15 am
First thing I need to explain is that CPWizard can work in many different ways. It's actually a good thing but very confusing as well.

1. If your going to patch Mame and export your bezels then you don't run CPWizard at all. That is meant for people who don't want to run CPWizard in the background. Benefits: For low end machines no extra RAM is used to show your CP while running MAME. Showing the CP is only a pause button away with no delay. Downfall: You can't view things like Game history, Mame history, Command.dat etc. Your limited to viewing only the CP inside Mame.

2. The other method to run CPWizard is standalone (via command line). Benefits: It's not running all the time. You have all the extra features of CPWizard like Command.Dat. Downfall: It's slower to show the menu system because it has to read all the data in for a game each time it's shown.

3. The final method to run CPWizard is resident (running in the taskbar all the time). Benefits: It's running all the time so showing the menu is quicker. You can view data like Command.Dat and Mame history, manuals etc. Downfall: Takes up more memory.

So the bottom line is to have your CP show inside Mame using the bezel patch means you don't need CPWizard running. For the other two modes, you don't need to export bezels at all as all the data is generated dynamically.
Title: Re: CPWizard v1.71 Released
Post by: jordya on May 02, 2008, 08:28:05 am
thank you for that explination. that helped a lot.

I guess I am trying to implement option #1 and have the CP display when I press Pause during a game.

When I patch mame and export the bezels, it does not seem to work the way it should. The export was successful and I was able to apply the patch and press go to compile in Mame Compiler.

However, during game play...I press (P)ause and it does not bring up my CP. I go into video options and select "show cp". This does show the CP, but my screen ratio changes from standard to full (the screen looks stretched). Also the CP will not disappear unless I go back into video options and select "Hide CP".

what settings should I edit so that when I press P)ause, the CP displays and when I resume, the CP disappears.

do I need to add any other patches like:
0124u1_diff.zip
0124u2_diff.zip
0124u3_diff.zip
0124u4_diff.zip
0124u5_diff.zip
Title: Re: CPWizard v1.71 Released
Post by: jordya on May 02, 2008, 11:38:19 am
ok, I might have answered my own question...

if I use CPWizard and configure some settings, I can pause Mame and CPWizard will load, showing the CP. Then I can hit pause again and close CPWizard.

If I do not use CPWizard but instead use Mame's video options to show or hide CP, that is where my problem is stemming from.

My goal here is similar to TheShanMan's...press pause to view the CP (and pause the game) and press pause again to go back to gameplay.

Am I thinking about this correctly?
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 03, 2008, 02:25:55 am
Headkaze, I have more info on a bug I reported and a new bug, but before I do (since this is a long winded post), let me say something, and then after that you can read about the bugs if you want. :)

I keep raising issues with you even though I feel like a pest because you essentially said to keep 'em coming, but it seems that you have at least temporarily lost interest in working on CPWizard, which I can't blame you for in the least (you owe us nothing!). I am thinking about just trying out the bezel approach just because it seems like it would be rock solid in terms of working the way you'd expect, but I certainly do like the menu features too. For that reason and because I like helping you out with feedback (only as long as you want it!) I don't want to switch if you are wanting to get these issues ironed out sometime soon. If I do switch I may be less inclined to switch back at which point I probably wouldn't have much feedback to give anymore (which might be welcomed by you ;)). So let me know what you think, and if you stay quiet still, that's OK - I'll assume that means no imminent updates and I'll at least give the bezel approach a try. This isn't an attempt to pressure you at all - just letting you know where I'm at since you said you liked getting my feedback.

Now onto the bug info...

Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 03, 2008, 03:10:55 pm
Here is a debug version. Go to Options->General and Enable Verbose Logging. Next run CPWizard and when it starts showing the MainMenu instead of the CP then post the log here.

I've also adding a new input key called "Exit Key" which is default to "P". Go to Input Options and Enable Exit Key to use it.

Also the setting input's back to "DEFAULT" should work now too.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 03, 2008, 06:01:46 pm
Thanks a bunch headkaze. I tried out the exit key feature and it doesn't seem to be working well. Most of the time hitting P pauses the game for a fraction of a second and then the game unpauses again by itself. I even tried making sure I did a super-fast tap of the button but same thing. Other times, I've seen it pause but the CPW display comes up with the background appearing unpaused (i.e. the game is not dimmed) even though it is paused. Seems like the screen capture you do is a moment too early or something. If there is any logging that's done in this area that you think might be helpful, let me know and I'll get the file and post it.

Because of that problem I haven't been able to work on the other problem with the menu showing instead of the CP.

Great to hear about the DEFAULT stuff working!
Title: Re: CPWizard v1.71 Released
Post by: colonelsnow on May 03, 2008, 07:47:55 pm
I am having trouble getting a remapping of the menu navigation controls to work. I go into the setup and change up to 8 and down to 2 but it does not change the navigation. I am using the latest release.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 04, 2008, 03:06:28 am
TheShanMan: I tested the new Exit Key feature on 4 different PC's today and it worked fine. I'm not sure what is going wrong for you. Check the CPWizard.log and post it here if there are any error messages. Also make sure your only running CPWizard and Mame just to help narrow down what the problem is.

Also you should still be able to test the other issue by just switching off the Enable Exit Key in Input Options. If you turn on Verbose Logging it should give me a bit more info in the log file.

I can only fix problems that I can identify and it gets hard when it works on 4 PC's here and noone else has reported the problem your having. Perhaps you should try uninstalling CPWizard and starting again? Backup everything first of course and copy any Layout Maps and your custom images/layouts back.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 04, 2008, 11:22:03 am
Of course - I don't expect you to work miracles here ;D, which is why I hoped log file stuff would help. I want to make it as easy as possible for you to fix stuff I run into. I figured with the test version failing badly that it was just an unofficial build anyway and you might not have had a chance to make sure it's working well yet. Thought it was more of "here's a build with extra logging to figure out that problem, and oh btw, it has some extra new stuff I'm currently working on."

So sorry if I made you feel frustrated. I wouldn't even want you to go to the trouble to try to reproduce it on 4 computers. I was looking for either "yeah, you're right" or "seems to work here, why don't you try this". I don't have the easy access to mouse and keyboard that most here seem to with their cabs, so it's a little bit of a pain to repeatedly mess around with settings, uninstall/reinstall, etc. but once I realize that's what I need to do, I'm happy to do it.

I will do as you suggest!
Title: Re: CPWizard v1.71 Released
Post by: Curatio on May 05, 2008, 01:08:48 pm
The Exit Key feature is not working for me, either. Mame now pauses as if CPWizard wasn't there. In fact, it isn't there, because when I bring up task manager CPWizard is no longer running, even though task manager showed that it was running fine after starting the frontend. Seems like when I pressed P to pause, it exited CPWizard instead of bringing up the control panel.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 05, 2008, 08:13:40 pm
The Exit Key feature is not working for me, either. Mame now pauses as if CPWizard wasn't there. In fact, it isn't there, because when I bring up task manager CPWizard is no longer running, even though task manager showed that it was running fine after starting the frontend. Seems like when I pressed P to pause, it exited CPWizard instead of bringing up the control panel.

Make sure you install the latest version from the website before you copy over the exe. This exe is not an official release and it uses new components only available inside the version for download. If you check your log file you will probably see an error which is why CPWizard is exiting.

TheSanMan: Don't take what I said the wrong way, I usually test on at least 2 PC's before I release anything but I don't have time to test it as thoroughly as I'd like so I do rely alot on users to let me know when there is a problem. I do appreciate your feedback. It is best to check the log file for errors though as that can be a tremendous help.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 06, 2008, 12:34:24 am
I'm happy to help you with testing - it's the least I can do since you've been responsive to my reports and requests. I've been too busy to try your suggestions so far, but believe me - I will as soon as I can (after all, my kids don't like how pause doesn't pause anymore!).
Title: Re: CPWizard v1.71 Released
Post by: Curatio on May 06, 2008, 03:39:54 am
Make sure you install the latest version from the website before you copy over the exe. This exe is not an official release and it uses new components only available inside the version for download. If you check your log file you will probably see an error which is why CPWizard is exiting.

Thanks, headkaze! I installed the latest version, then copied over the exe, and now it is working great. I even recompiled my Mame 0118 with the bezel diff, and now the Send Pause Key feature works perfectly too. Great work!
Title: Re: CPWizard v1.71 Released
Post by: jhabers on May 06, 2008, 12:46:27 pm
Suggestion for a feature that would be very helpful to me. I know you can set the "back" key to exit out of CPWizard, but can you make an option so it also un-pauses the game as well when you do this? So basically exiting out of CPWizrd will exit and unpause the game.

Thanks!
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 06, 2008, 01:24:16 pm
That feature already exists, but for recent versions of mame you need to apply his mame source code patch and build mame yourself so that mame will listen for CPWizard's request to unpause.
Title: Re: CPWizard v1.71 Released
Post by: jhabers on May 06, 2008, 05:36:48 pm
That feature already exists, but for recent versions of mame you need to apply his mame source code patch and build mame yourself so that mame will listen for CPWizard's request to unpause.

wow, dont know how i missed that, I am running mame .123, and chance that the bezel124 patch will work on my mame .123. I would go to mame124 but my roms are 123. Any advice?
Thanks

Jon
Title: Re: CPWizard v1.71 Released
Post by: jhabers on May 06, 2008, 06:32:25 pm
That feature already exists, but for recent versions of mame you need to apply his mame source code patch and build mame yourself so that mame will listen for CPWizard's request to unpause.

wow, dont know how i missed that, I am running mame .123, and chance that the bezel124 patch will work on my mame .123. I would go to mame124 but my roms are 123. Any advice?
Thanks

Jon

the 124 diff seemed to apply to 123 source with no errors, compiling now
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 07, 2008, 12:32:49 am
Darn forum! I wrote up a message and attached a log file, and it tells me I can't attach a log file, so as a result I have to retype my message! :angry:

Anyway, I captured logging info when the layout didn't show up (nothing showed up - as though CPW wasn't running). By my interpretation of the log file, it tried to show the layout but that's where the logging ended. So I don't know if that's very helpful or not, but I've attached it regardless.

I am doing my testing without my FE running and with CPW running as a normal app, not a service.

I guess next I'll have to uninstall, reinstall, and try again, but I'd like to know what your reaction to the log file is.

I will also test the problem with the menu appearing instead of the layout.
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 07, 2008, 12:53:44 am
I uninstalled and reinstalled, and it's no better.I left the settings as vanilla as possible except for what I had to change to test this. Logging was exactly the same too.

Also, sometimes the pause succeeds from the mame point of view even though CPW doesn't do anything, and other times, as I said previously, mame pauses only for a fraction of a second and then resumes even though I only hit P once, and of course CPW doesn't do anything then either. There is no distinction in what the logs show in the 2 cases.

I can tell that there is no logging around unpausing mame - that might have been helpful.

And in the debug build I can't get the problem of the menu showing instead of the layout to happen. I downgraded back to 1.74 for now due to the major pause problems and the menu started showing up instead of the layout again. Unfortunately there is no logging regarding these events in 1.74.

Let me know what if anything I can do next!
Title: Re: CPWizard v1.71 Released
Post by: Cero21 on May 07, 2008, 01:42:56 am
Seeing some strange behaviour here.

I installed CPWizard and have my ctrl file in mame to map my 7 button layout
 123
 456
7

to

xxx
 234
1

for Neo Geo.

When launching a neo geo game.  King of the Monsters for example.  CPWizard light up some of the xxx buttons and labels them with directions?  Also the 1234 buttons are labelled abcd instead of what they actually do?

Is there any way to make the non useable buttons (xxx) not light up?  Did I not configure something properly to have the actions (labels) show up in the control panel?

In my ctrl file I changed the orignal 123 buttons to "none".

Running mame .125 right now but had the same thing happening with .124

Title: Re: CPWizard v1.71 Released
Post by: jhabers on May 07, 2008, 09:36:48 am
Seeing some strange behaviour here.

I installed CPWizard and have my ctrl file in mame to map my 7 button layout
 123
 456
7

to

xxx
 234
1

for Neo Geo.

When launching a neo geo game.  King of the Monsters for example.  CPWizard light up some of the xxx buttons and labels them with directions?  Also the 1234 buttons are labelled abcd instead of what they actually do?

Is there any way to make the non useable buttons (xxx) not light up?  Did I not configure something properly to have the actions (labels) show up in the control panel?

In my ctrl file I changed the orignal 123 buttons to "none".

Running mame .125 right now but had the same thing happening with .124



I have your exact setup, let me test mine tonight

jon
Title: Re: CPWizard v1.71 Released
Post by: jhabers on May 08, 2008, 08:02:31 pm
That feature already exists, but for recent versions of mame you need to apply his mame source code patch and build mame yourself so that mame will listen for CPWizard's request to unpause.

i applied the .124 bezel patch to .125 mame source and the unpause feture isnt working, is this because its a .124 patch on a .125 source? I didnt get any errors when applying the patch.

Thanks

Jon
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 08, 2008, 11:01:13 pm
Did you check the "send pause" option? I'm using the patch on .123, so presumably it would work on .125 too, unless there were conflicting source code changes in that area.
Title: Re: CPWizard v1.71 Released
Post by: jhabers on May 08, 2008, 11:07:22 pm
Did you check the "send pause" option? I'm using the patch on .123, so presumably it would work on .125 too, unless there were conflicting source code changes in that area.

well that would make sense, wouldn't it!?...Didn't have that checked, will enable that tomorrow

Thanks  ;D ;)
Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 11, 2008, 01:22:29 am
TheShanMan: I'm just as determined to fix the problem so I'm glad your still on my case about it. Just been a bit busy lately, but would like to release this new version of CPWizard just as soon as we have your issue solved.

So our goal at the moment is to track down exactly where it's going wrong. More than likely it's something minor that will take me a few minutes to fix, but it's tracking it down which will probably take the most time.

I've added more logging related to the communication going on with Mame. So attached is a new exe for you to try. FYI my log looks like this. All I'm doing is launching 1942 then pressing p to show CPWizard then p again to close and unpause Mame.

Code: [Select]
11/05/2008 1:16:56 PM: OnMameStart (MameManager) -> OnMameStart
11/05/2008 1:16:56 PM: OnMameStart (MameManager) -> GameName: 1942
11/05/2008 1:16:57 PM: OnMamePaused (MameManager) -> OnMamePaused
11/05/2008 1:16:57 PM: OnMamePaused (MameManager) -> Showing Mame
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Show
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Mame Running
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Searching for Mame
11/05/2008 1:16:57 PM: FindMame (MameManager) -> Mame Running
11/05/2008 1:16:57 PM: FindMame (MameManager) -> Command Line: 1942
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Game Found: 1942
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Getting Game Details
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Sending Pause Key
11/05/2008 1:16:57 PM: PauseMame (MameManager) -> Sending Pause State to Mame
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Taking Screenshot
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Showing Form
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Minimizing Mame
11/05/2008 1:16:57 PM: MinimizeMame (MameManager) -> Minimizing Mame
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Sleeping for 0 Seconds
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Show CP Only is True
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Exit To Menu is True
11/05/2008 1:16:57 PM: Show (ProgramManager) -> Display Mode is Layout
11/05/2008 1:16:57 PM: ShowScreen (ProgramManager) -> Hiding Main Menu
11/05/2008 1:16:57 PM: ShowScreen (ProgramManager) -> Resetting Menu
11/05/2008 1:16:57 PM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
11/05/2008 1:16:57 PM: ShowScreen (ProgramManager) -> Showing Layout
11/05/2008 1:16:58 PM: RestoreMame (MameManager) -> Restoring Mame
11/05/2008 1:16:58 PM: UnPauseMame (MameManager) -> Sending UnPause State to Mame
11/05/2008 1:16:58 PM: OnMameUnPaused (MameManager) -> OnMameUnPaused
11/05/2008 1:16:59 PM: OnMameStop (MameManager) -> OnMameStop
11/05/2008 1:16:59 PM: OnMameStop (MameManager) -> Success
Title: Re: CPWizard v1.71 Released
Post by: TheShanMan on May 11, 2008, 02:41:40 am
Awesome. Thanks headkaze. Tomorrow's going to be a bit busy, but if I get a chance I would definitely like to give it a try! I'll post back as soon as I have something for you.
Title: Re: CPWizard v1.71 Released
Post by: nuka1195 on May 11, 2008, 10:56:45 am
Very nice program, well layed out info, easy to edit your own control panel. thank you.

I have a couple questions:

1. is there anyway to have the text "start" and "coin" for PLAYER_2_START and PLAYER_2_COIN, dissapear when not a two player game? I currently set a custom text label, but can not figure out how to hide it.

2. does anybody have an example of how you setup your trackball. I link it to MOUSECODE_1_UP. is this the correct way?

thanks again.
Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 12, 2008, 02:11:30 am
1. is there anyway to have the text "start" and "coin" for PLAYER_2_START and PLAYER_2_COIN, dissapear when not a two player game? I currently set a custom text label, but can not figure out how to hide it.

No sorry there is no way to have custom text disappear yet but I've added support for it in the next version.

2. does anybody have an example of how you setup your trackball. I link it to MOUSECODE_1_UP. is this the correct way?

Yes you use  mousecode's for a trackball.
Title: Re: CPWizard v1.71 Released
Post by: nuka1195 on May 12, 2008, 08:40:36 am
1. nice :)

2. the only bad thing, unless I'm doing it wrong, is i can only link to one label. so if i have arrows on, you only see one arrow going to the MOUSECODE_1_UP.

Title: Re: CPWizard v1.71 Released
Post by: headkaze on May 12, 2008, 09:41:35 am
2. the only bad thing, unless I'm doing it wrong, is i can only link to one label. so if i have arrows on, you only see one arrow going to the MOUSECODE_1_UP.

Yeah you can only have one label link per image but in the next version it will not render images that have no actual image loaded for them. At the moment it renders an X placeholder. So in effect they could be used to place arrows from labels to anywhere.

EDIT: Okay I'm not going to bother waiting until I fix TheShanMan's bug as he seems too busy to test this week. So I've uploaded 1.76 which should solve those two issues.

For adding Start and Coin text to the PLAYER_X_START and PLAYER_X_COIN buttons add another input code called Custom Text and add the text in there. Make sure the tick on the left is next to the Player Code and not the Custom Text code.

Getting the arrows to work now you can just add a new image and leave it a square with the cross in it. You can link labels to these but now they won't be renderer when you view your CP. So the end result is an arrow from a label to anywhere you want.

Now if you want to dim your trackball for trackball games you will have to create a new layout with your trackball image dimmed and use the Layout Map feature to load the layout with the trackball for trackball games and the dimmed trackball for non-trackball games.

Hope that helps!
Title: Re: CPWizard v1.76 Released
Post by: TheShanMan on May 12, 2008, 12:53:28 pm
Yeah, sorry headkaze. I'm glad you didn't wait on my account. As predicted, I was too busy yesterday. What little free time I had went to working on my tron joystick and spinner. I've been anxiously waiting for so long to be able to play tron again (I have refused to play it until I have appropriate controls), so unfortunately that has become a bit more important than the CPW issues.

Does 1.76 have all the logging you put into the debug build? If so, I'll update to 1.76 before I start testing again.

Now if you want to dim your trackball for trackball games you will have to create a new layout with your trackball image dimmed and use the Layout Map feature to load the layout with the trackball for trackball games and the dimmed trackball for non-trackball games.

Yep - that's what I do! Would be nice not to have to create extra layouts for that purpose, but it's a small price to pay because the workaround is easy. I'd rather have CPW work flawlessly during game playing than have minor conveniences added to design mode.
Title: Re: CPWizard v1.76 Released
Post by: headkaze on May 12, 2008, 01:22:18 pm
Yeah, sorry headkaze. I'm glad you didn't wait on my account. As predicted, I was too busy yesterday. What little free time I had went to working on my tron joystick and spinner. I've been anxiously waiting for so long to be able to play tron again (I have refused to play it until I have appropriate controls), so unfortunately that has become a bit more important than the CPW issues.

Does 1.76 have all the logging you put into the debug build? If so, I'll update to 1.76 before I start testing again.

No worries there is no rush. And yes the debug stuff is in the latest build. It has a tickbox in the options called Verbose Logging which can be turned on or off.

Yep - that's what I do! Would be nice not to have to create extra layouts for that purpose, but it's a small price to pay because the workaround is easy. I'd rather have CPW work flawlessly during game playing than have minor conveniences added to design mode.

The simplest solution I think would be to make a label link from the trackball image to one of the MOUSECODE labels. But then there would be a label arrow drawn between them. Perhaps I could take out the label link and label spot global options and place them into the image properties. Then the label arrow could be turned off for the trackball. Hmm seems like an awful lot of work for something that can already be solved by using a separate layout along with layout maps though.
Title: Re: CPWizard v1.76 Released
Post by: TheShanMan on May 12, 2008, 04:47:34 pm
Don't consider it an official request. :)
Title: Re: CPWizard v1.76 Released
Post by: headkaze on May 13, 2008, 12:56:34 am
Don't consider it an official request. :)

It might happen one day, I was just feeling lazy when I wrote that ;)
Title: Re: CPWizard v1.76 Released
Post by: TheShanMan on May 31, 2008, 06:55:59 pm
Headkaze, I told you I was starting to lose interest in working on the problems I have! :P

Anyway, here's some log output of when I hit pause, and how CPW isn't showing the layout. In fact, it looks like it would be trying to unpause if I had the option checked to let it unpause mame. I did uncheck that option because pause would stop working! I'd get a flicker of a pause and then the game would simply resume. This log output is evidence of that too, so I guess it's 2 birds with 1 stone.

Note that everything happened within the same second.

Code: [Select]
5/31/2008 1:25:08 PM: OnMamePaused (MameManager) -> OnMamePaused
5/31/2008 1:25:08 PM: OnMamePaused (MameManager) -> Showing Mame
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Show
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Mame Running
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Searching for Mame
5/31/2008 1:25:08 PM: FindMame (MameManager) -> Mame Running
5/31/2008 1:25:08 PM: FindMame (MameManager) -> Command Line:
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Game Found: junglek
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Getting Game Details
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Taking Screenshot
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Showing Form
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Minimizing Mame
5/31/2008 1:25:08 PM: MinimizeMame (MameManager) -> Minimizing Mame
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Sleeping for 0 Seconds
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Show CP Only is True
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Exit To Menu is True
5/31/2008 1:25:08 PM: Show (ProgramManager) -> Display Mode is Layout
5/31/2008 1:25:08 PM: ShowScreen (ProgramManager) -> Hiding Main Menu
5/31/2008 1:25:08 PM: ShowScreen (ProgramManager) -> Resetting Menu
5/31/2008 1:25:08 PM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
5/31/2008 1:25:08 PM: ShowScreen (ProgramManager) -> Showing Layout
5/31/2008 1:25:08 PM: RestoreMame (MameManager) -> Restoring Mame
5/31/2008 1:25:08 PM: OnMameUnPaused (MameManager) -> OnMameUnPaused
Title: Re: CPWizard v1.76 Released
Post by: headkaze on June 01, 2008, 11:26:19 am
CPWizard Version 1.78 Released

- Fixed input with U360's
- fixed minimizing when starting from GameEx
- added support for increment/decrement input mappings.

TheShanMan: I still can't figure out the issues your having here. Is there any chance you did something wrong when you manually applied my patch?
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 01, 2008, 12:24:18 pm
Well Mame Compiler certainly reported no errors. It happened when I was on 0.123 and continues since I've upgraded to 0.125. I assume your patch is compatible with the hiscore.dat patch. Those are the only 2 patches I use. And like I said, I'm not even using the unpause option right now because if I do, I can't pause games. Clearly what is going on is CPW starts displaying the layout and then thinks a second user input has come in telling it to exit.

Also I forgot to remind you that a layout will appear the first time after CPW starts up, but not again unless I close and restart CPW.

I'd be glad to keep trying stuff for you if you want, but let me know if you're at the point of giving up on this (I certainly couldn't blame you if I'm the only one experiencing this). If so I'll proceed with trying that bezel approach rather than waiting around for nothing. I don't know much about that other approach but it sounded promising. I could live without the other CPW features if I had to.

Thanks!
Title: Re: CPWizard v1.78 Released
Post by: jasonbar on June 04, 2008, 03:59:04 pm
N00b question on control panel viewers.   :-[    <----that's a blushing smiley, right?


Where do I go to ensure that I've got the latest & greatest controls.dat (I think that's the file in question...) file that's got the most complete listing of control panel descriptions?  And can that file simply be replaced in the future as newer versions are created?


Thanks,
-Jason
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 05, 2008, 09:56:16 pm
Headkaze, I'm trying to get going with the export batch bezel feature, but it is really producing unsatisfactory results. I'm guessing it's because I have a vertically oriented monitor (1024x1280 rather than 1280x1024) because it appears that CPW assumes you have a horizontal monitor. I figured I'd try learning a little bit about the process of creating bezels to see if I could get an understanding of what the problem is, and if I'll be able to get the kind of results I want. But as far as I can tell this is an undocumented feature of mame - I really couldn't find anything by googling that discusses bezel artwork in depth.

Do you have any thoughts on getting this to work on a vertical monitor? Are you aware of any sites that discuss bezels in depth?
Title: Re: CPWizard v1.78 Released
Post by: headkaze on June 07, 2008, 12:54:04 am
Headkaze, I'm trying to get going with the export batch bezel feature, but it is really producing unsatisfactory results. I'm guessing it's because I have a vertically oriented monitor (1024x1280 rather than 1280x1024) because it appears that CPW assumes you have a horizontal monitor. I figured I'd try learning a little bit about the process of creating bezels to see if I could get an understanding of what the problem is, and if I'll be able to get the kind of results I want. But as far as I can tell this is an undocumented feature of mame - I really couldn't find anything by googling that discusses bezel artwork in depth.

Do you have any thoughts on getting this to work on a vertical monitor? Are you aware of any sites that discuss bezels in depth?

If you take one of the bezel files, and swap around the 640/480 values then resize the png file to be 480 x 640 instead of 640 x 480 does the bezel display okay on a vertical monitor then? If so I should be able to add an option to swap around those values for vertical monitors.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 07, 2008, 02:18:34 am
I'm not quite sure what you mean. Do you mean rotate a 640x480 bezel in an image editor and save it as 480x640 so that the bezel is sideways but will at least be useful to test in mame?
Title: Re: CPWizard v1.78 Released
Post by: headkaze on June 07, 2008, 02:29:12 am
I'm not quite sure what you mean. Do you mean rotate a 640x480 bezel in an image editor and save it as 480x640 so that the bezel is sideways but will at least be useful to test in mame?

If you take a look at a bezel file generated by CPWizard it's a zip file containing two files. A [ROM].lay and CP.png. So I thought if we swap around the 640/480 values in the lay file then resize the CP.png to be vertically stretched, that it might work. Attached is a bezel for Street Fighter where I've swapped these values around.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 07, 2008, 12:13:11 pm
If you take a look at a bezel file generated by CPWizard it's a zip file containing two files. A [ROM].lay and CP.png. So I thought if we swap around the 640/480 values in the lay file then resize the CP.png to be vertically stretched, that it might work. Attached is a bezel for Street Fighter where I've swapped these values around.

Cool. I have looked at the lay files before, but I forgot that they have that info in them. I'll give sf a try when I get an opportunity (hopefully today).
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 08, 2008, 01:45:25 am
I believe it worked as you expected. It mostly looked good but it looked squished horizontally. If I understand you right, you took a 640x480 image, squished it horizontally, and stretched it vertically. Right? If so, then I think we have a winner. So you say CPW just needs a 480x640 option then? I'll look for it in the next version. (I don't imagine those dimensions are retrieved from a text file that I could just modify in the meantime)

Thanks Headkaze!
Title: Re: CPWizard v1.78 Released
Post by: headkaze on June 08, 2008, 04:48:04 am
I believe it worked as you expected. It mostly looked good but it looked squished horizontally. If I understand you right, you took a 640x480 image, squished it horizontally, and stretched it vertically. Right? If so, then I think we have a winner. So you say CPW just needs a 480x640 option then? I'll look for it in the next version. (I don't imagine those dimensions are retrieved from a text file that I could just modify in the meantime)

Thanks Headkaze!

Okay, that's good to know so I'll just need to add 480x640 option in the next version. To stop the stretching you will have to use a background for your CP layout that is 768x1024. That way when it stretches to 480x640 for the bezels it won't look so stretched.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 15, 2008, 11:58:53 am
Hey headkaze, I noticed that my simpsons panel wasn't "enabling" some of the buttons so I did some investigation this morning, and it appears that any of the "pad" keys (e.g. keycode_0_pad) aren't enabling in CPW, and I'm using 1.78. Can you confirm? I've spent a good deal of time investigating my mappings within mame, looking at the cfg files themselves, and examining my layout in CPW and I can't come up with any explanation other than a bug in CPW. Here is my default.cfg and simpsons.cfg files. I'm running mameui .125.

Also, I'm still holding out hope that at some point we can figure out that pause problem I'm having. I don't blame you if you don't want to expend more energy on it, but I don't suppose there is ANY more debug logging that could be added to help track it down? I got to thinking about it more last night because I was playing around with saving and loading states in mame, and whenever you hit save state, it simultaneously pauses mame. In that case, CPW came up EVERY time, yet it doesn't when I pause with "P" (except for the very 1st time). So that made me think maybe it's caused by my ipac using P as the shift key. I disabled that but it made no difference with CPW. What do you think? Does that save state pausing spark any ideas for you? I would still prefer live CPW over bezels, so I won't let my hope for that die. :)
Title: Re: CPWizard v1.78 Released
Post by: Miller on June 15, 2008, 01:16:39 pm
Hi all did anybody get round to finishing a guide for CPWizard? thanks.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 16, 2008, 09:09:28 am
Doh! I forgot the attachment.
Title: Re: CPWizard v1.78 Released
Post by: headkaze on June 16, 2008, 10:31:44 am
Hey headkaze, I noticed that my simpsons panel wasn't "enabling" some of the buttons so I did some investigation this morning, and it appears that any of the "pad" keys (e.g. keycode_0_pad) aren't enabling in CPW, and I'm using 1.78. Can you confirm? I've spent a good deal of time investigating my mappings within mame, looking at the cfg files themselves, and examining my layout in CPW and I can't come up with any explanation other than a bug in CPW. Here is my default.cfg and simpsons.cfg files. I'm running mameui .125.

Also, I'm still holding out hope that at some point we can figure out that pause problem I'm having. I don't blame you if you don't want to expend more energy on it, but I don't suppose there is ANY more debug logging that could be added to help track it down? I got to thinking about it more last night because I was playing around with saving and loading states in mame, and whenever you hit save state, it simultaneously pauses mame. In that case, CPW came up EVERY time, yet it doesn't when I pause with "P" (except for the very 1st time). So that made me think maybe it's caused by my ipac using P as the shift key. I disabled that but it made no difference with CPW. What do you think? Does that save state pausing spark any ideas for you? I would still prefer live CPW over bezels, so I won't let my hope for that die. :)

I think I found the problem with the key pad not working. In your simpsons config you have KEYCODE_0PAD, KEYCODE_1PAD, KEYCODE_2PAD etc. But in CPWizard I have them defined as KEYCODE_0_PAD, KEYCODE_1_PAD and KEYCODE_2_PAD. I've changed the keycodes in CPWizard so that should be fixed for next version. For now you could edit your layout file in a text editor changing the keycodes should fix it.

I'm still interested in your pause problem, but can you try using my bezel patch from the website and compile a new version? Since you created your own patch manually it might be a problem related to that. So if you can confirm using my bezel patch if the problem still occurs at least we can rule that out.

I'm looking at adding some extra debugging that will output which window is foreground (kinda like the foreground plugin you wrote for MaLa).
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 16, 2008, 12:55:30 pm
I'm still interested in your pause problem, but can you try using my bezel patch from the website and compile a new version? Since you created your own patch manually it might be a problem related to that. So if you can confirm using my bezel patch if the problem still occurs at least we can rule that out.

I'd be glad to, but what do you mean "created your own patch manually"? I use the hiscore patch and your bezel patch, but I use Mame Compiler to apply them and build mame. I am using mameui32, so if you think that could be a factor I will build straight command line mame.
Title: Re: CPWizard v1.78 Released
Post by: ddrtist on June 16, 2008, 04:28:12 pm
Sorry if I sound like a complete noob, but I have not seen this question asked in this thread.

CPWizard looks awesome for all of it's features, but does it support GUI MAMEs?  I use MAMEPlus .122 currently with it's accompanying romset.
Title: Re: CPWizard v1.78 Released
Post by: u_rebelscum on June 17, 2008, 12:04:22 pm
I think I found the problem with the key pad not working. In your simpsons config you have KEYCODE_0PAD, KEYCODE_1PAD, KEYCODE_2PAD etc. But in CPWizard I have them defined as KEYCODE_0_PAD, KEYCODE_1_PAD and KEYCODE_2_PAD. I've changed the keycodes in CPWizard so that should be fixed for next version. For now you could edit your layout file in a text editor changing the keycodes should fix it.

Note that this change was made in 0.117u3 (http://mamedev.org/devwiki/index.php/MAME_0.117u3), so for older versions of mame, the two '_' is the way to go.  (I don't know how backward compatible you want CPWizard to be, headkaze.)  Reason for change, now the '_' marks which keyboard (if more than one is mapped), the the number had to be moved next to the 'pad'.
Title: Re: CPWizard v1.78 Released
Post by: Miller on June 17, 2008, 04:38:05 pm
Please can somebody direct me to a decent guide thanks  ;D
Title: Re: CPWizard v1.78 Released
Post by: headkaze on June 18, 2008, 03:26:21 am
TheShanMan: I just remember you had problems applying the original bezel patch so you manually applied it. I thought there could have been a problem then. The bezel patch works okay for me. But your right about some things like save state will pause Mame. It looks like I need to update the patch so it wont show during these types of pauses.

Miller: CPWizard has help included in the software if you select the Help menu. It's not complete but should give a decent rundown on how it works. It hasn't been updated in a while though.

u_rebelscum: Thanks for your input! Looks like I'm going to have to add some code to deal with the '_' in keycodes.
Title: Re: CPWizard v1.78 Released
Post by: Miller on June 18, 2008, 04:47:49 am
TheShanMan: I just remember you had problems applying the original bezel patch so you manually applied it. I thought there could have been a problem then. The bezel patch works okay for me. But your right about some things like save state will pause Mame. It looks like I need to update the patch so it wont show during these types of pauses.

Miller: CPWizard has help included in the software if you select the Help menu. It's not complete but should give a decent rundown on how it works. It hasn't been updated in a while though.

u_rebelscum: Thanks for your input! Looks like I'm going to have to add some code to deal with the '_' in keycodes.

Ok thanks It was just I remembered a while back someone saying they were going to write a complete guide so wanted to see if it was available first before i started.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 18, 2008, 09:06:54 am
TheShanMan: I just remember you had problems applying the original bezel patch so you manually applied it. I thought there could have been a problem then. The bezel patch works okay for me. But your right about some things like save state will pause Mame. It looks like I need to update the patch so it wont show during these types of pauses.

IIRC there was a problem with the patch when you first released it, which is why I manually did it (maybe I'm remembering wrong but I know it wouldn't apply automatically). That was when I was on 0.123. I've since moved up to 0.125 and didn't have to manually apply it. So it sounds like you're not waiting on me for anything at this point, but as always, if there is anything I can try for you while I wait for a new version that hopefully helps us narrow in on the problem, I'd be glad to do it.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 19, 2008, 09:28:21 pm
One other idea: you may be reluctant to hand out your source code, but I could debug my problem if you want and let you know what the problem is. I've got whichever Visual Studio I'd need. And of course I'll sign an NDA. ;)

Think of it this way: I won't bug you so much with bug reports for you to investigate if I can do the investigating myself and simply report the fix. ;D
Title: Re: CPWizard v1.78 Released
Post by: Marak on June 20, 2008, 02:39:51 am
headkaze,

Since CPWizard has multiple monitor support,
would it be possible to keep a panel layout displayed all the time,
Instead of having to pause Mame?

I would like to include a small color LCD (1024x768 or 800x600) on my next cab,
and it would be awesome if it would show layouts while playing Mame.

I bet other people would like to do this too.

Thanks for all your hard work!  :cheers:
Title: Re: CPWizard v1.78 Released
Post by: headkaze on June 26, 2008, 12:02:03 pm
Marak: That feature is definately on the cards :)

TheShanMan: I've put together an exe that outputs extra logging info during the showing and hiding of Mame. Can you give this a try and post the CPWizard.log file. It should help us alot in figuring out where it's going wrong. Don't forget to turn on verbose logging in Options.
Title: Re: CPWizard v1.78 Released
Post by: TheShanMan on June 27, 2008, 12:50:36 am
Well here is the log file. I'm not sure you'll find anything helpful here (it doesn't look like it to me). There are 3 pauses total in this file. The first 2 are successful (as evidenced by the delay of several seconds between pause and unpause), and the 3rd is unsuccessful (as evidenced by no delay between pause and unpause). Have a look though - maybe your expert eyes will see something that I don't.

I'd like to know what you think of the log entries, as well as what you think the next steps are for me and/or you.
Title: Re: CPWizard v1.79 Released
Post by: headkaze on June 30, 2008, 10:17:37 pm
Version 1.79 Release

- Fixed Mame.dll memory leak.

TheShanMan: I haven't had a chance to do anything with your issue in this release, sorry about that, just haven't had the time. Looked at the log file and can't see anything that jumps out at me unfortunately.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 11, 2008, 09:34:05 am
Tried out 1.80. Was able to create bezels using 480x640, but with problems. First, I specified a directory that didn't exist. I assumed it would either create it for me or throw an error. It did neither. It appeared to be creating all the bezels but when it finished I couldn't find them!

Second, I'm not sure if the problem is with using bezels on a vertical monitor but it almost seems to me like CPW would have to automatically determine the correct aspect ratio (and perhaps even the correct resolution) on a game-by-game basis and create the bezel accordingly. What I found was for horizontal games, showing the CP bezel forced the game's graphic mode into a "stretch" mode. So instead of showing the game 4x3 with a black bar above and below, it stretched the video of the game itself to 3x4 to match the monitor and bezel! The only way I could get the game to display normally after that was to go to the TAB video options and pick "standard". Not even restarting the game would make it display normally. For this reason there is no way I can use the bezel feature as it stands today, which is too bad, because I was really liking it until I ran into this with a horizontal game.

Third, would it be possible to add support for custom resolutions (and is it already possible by editing an ini or something)? 480x640 is much lower than what my monitor supports and what my CPW layout is (it's 1024x1280). Consequently the bezels don't look nearly as good as when I use CPW in "on the fly" mode. Looking at http://mamedev.org/devwiki/index.php/LAY_File_Basics_-_Part_I, it appears MAME places no restrictions on resolution.

Finally, since bezels aren't currently working for me, and for all I know maybe they never will, and my first choice has always been the normal CPW "on the fly" approach, what is the status of my pause problem? Does 1.80 have anything extra for debugging that? Or did you come up with something special for me to use to debug it? Feel free to take this one to PM if you'd rather discuss it privately.

Thanks headkaze!
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 11, 2008, 09:46:46 am
Glad you tested that feature for me. Okay it seems to me I will have to add an option to "Create vertical bezels for vertical games" and just swap the width and height for them. Since I do have access to a variable which tells me if a game is vertical or not it should be relatively easy to fix that.

Yeah I haven't done much about the other issue as I've been working on other projects. Will get back to you on that one, but first I think I would like to sort out the vertical bezel thing.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 11, 2008, 10:24:15 am
Sounds great. I've been effectively without CPW for so long now that to get ANYTHING working will thrill me, even if it's not my first choice.

Do you think you can support either a much larger list of resolutions or allow specifying a custom resolution for the bezels too?
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 11, 2008, 10:47:45 am
Do you think you can support either a much larger list of resolutions or allow specifying a custom resolution for the bezels too?

No problem I just thought noone would want to go over 640 x 480 for bezels. That will create a really massive artwork folder too even zipped lol. Yeah but easy enough to add that.

I think adding 1024 x 768, 1280 x 960 and 1280 x 1024 should do it. BTW did you know that 1280 x 1024 is not 4:3 aspect ratio? Shouldn't you be going for 1280 x 960?

EDIT: Okay mate, can you try this attached exe? It should add those resolutions as well as allow you to use the layout size. Select the "Rotate For Vertical" option which should flip the coords.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 11, 2008, 12:38:00 pm
I did realize that but never gave it much thought. I wonder what mame does in that case - taking a vertical game for instance I imagine it results in thin black bars on the left and right, but since they'd only be 32 pixels wide maybe I just have never noticed. I'll have to try switching to 960x1280 and see if it looks different. Of course, if there are any horizontal games that originally had a higher resolution, like 1024x768, then they wouldn't run on my vertical setup.

I will definitely try it out when I get home today (or maybe I'll do it remotely while I'm at work!). I have a friend (and family) that's coming over for dinner tomorrow, and we used to play Area 51 a lot, so he'll definitely get a kick out of my arcade machine, and getting the bezels working would certainly add to the experience!

Oh, and I thought about the size of my artwork folder with larger images. I didn't think to see how big it is with 480x640 images, so it will be interesting to see how big the folder is after I try 1024x1280!

Thanks!!!
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 11, 2008, 07:47:27 pm
I just tested it out, but I'm still getting the vertical stretching of horizontal games. I'll try playing with the settings a bit unless you think I'm doing it right. My settings are:

Resolution: Layout Size (which is 1024x1280)
Include Vertical
Rotate for Vertical

It works great for vertical games (well, at least for donkey kong - didn't try anything else yet). If I can just get past these stretching issues, I think I'll be quite happy with the bezel approach. Seems like it would be much less prone to problems than running CPW resident.

And the output was only about 1.85 GB, which I can definitely live with!

EDIT: I can reproduce the stretching problem with vertical games on a horizontal monitor (my desktop system). This was using resolution size 1280x1024 rather than Layout Size. I'm starting to investigate if I can get it to work properly by editing the .lay file (I don't know much about these yet though).

EDIT 2: I figured out the problem. The screen bounds are being calculated incorrectly. Since I'm debugging this on my desktop rather than my cabinet, I'll use a vertical game on a horizontal monitor example, though obviously it should translate to horizontal games on a vertical monitor too. For centipede, it defined the screen bounds like this:
Code: [Select]
<bounds left="140" top="0" right="1140" bottom="1024" />That's not a 3:4 aspect ratio! It should be:
Code: [Select]
<bounds left="256" top="0" right="1024" bottom="1024" />That makes it 768x1024, which is 3x4. When I try the edited layout, the game works fine when showing and hiding the bezel. 8)

One extra question: If you exit a game when a bezel is up (i.e. when paused), the next time you start the game the bezel is showing even though it's not paused. Is there something that can be done about this? There doesn't appear to be a command line parameter to hide bezels other than the option for enabling/disabling bezels - maybe you can add that to your bezel diff >:D. Alternatively, do you think that's something an app could do by detecting the exit state with the output system? I think that would also require a mame patch to support telling it to hide bezels, much like your patch to support telling it to unpause. I'd like your thoughts on either one of these approaches to making sure the bezel isn't showing at startup, though a solution is certainly not critical at this point. My wife would be mad at me for saying this, but perhaps if that's not something you're interested in doing, I could work on that and give it to you as a helper app that comes with CPW or with the bezel diff.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 12, 2008, 03:27:36 am
Doh I should have remembered to tell you. You need to turn off the "Include Vertical Bezel" option because it tries to include a vertical bezel and you don't want one.

I also wanted to ask you, how do I calculate the sizes for the screen when using a vertical bezel?

All I know is that for 640 x 480 I got the values 140 for the left border and 500 for the right border. That leaves a 140 pixel border left and right. So I've just been calculating the 140 pixel border no matter the resolution obviously it's wrong. I'd like to know what values I'm suppoed to use for the other resolutions. Appreciate any input on that.

Anyway bottom line is, take the tick off the "Use Vertical Bezel" and it wont use those values anyway.

As for hiding the bezel on exit obviously it would be best to modify the diff to do that. It would suck having to run another app. The whole beauty of running bezels is that they don't require additional software for the CP viewer. I think adding to the diff would be easy. All you need to do is add mame_pause(Machine, 0); when Mame is exiting to the diff. That should do it. If you get around to creating a new diff with that in there, please post it here and I'll host it on the CPWizard website.

Anyway can you check out the Bezel exporting again without that option, and if you can help me with those values when using the "Include Vertical Bezel" I'd much appreciate it. Sorry if I didn't make it back in time for when your mate was coming around!
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 12, 2008, 11:29:47 am
That seems to mostly work. I've been working on a small set of files on my desktop (I edited the miniinfo.xml - sure would be nice if you could select which games to create bezels for in the UI!), centiped, dkong, pacman, puckman, and simpsons (simpsons being the only horiz game). What you suggested worked for all but centiped! It still is creating the lay as 140 to 1140! I deleted all the zips just to be sure I wasn't looking at an old one, and the file's timestamp also indicated it was new. Could it be that it's doing the first one wrong? Or is there more to it (maybe if I run it on all the games there will be more)?

Oh, and I forgot to report another bug that I discovered. Some of the graphics get created as just blank png's except for your "created by" watermark. For instance, that happened to the simpsons one when I ran it on the whole set of games. Perhaps after so many games something gets messed up and then stops making them properly? ???

Regarding the patch, I think ideally it would be more of a "Hide CP" call rather than an unpause call because for people that use save states, that would result in being unpaused when they start their game back up I think (unless the state gets saved before the output system notifies about exit).

Quote
Sorry if I didn't make it back in time for when your mate was coming around!

There's still time! >:D ;)
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 12, 2008, 02:23:06 pm
Okay try this one. I ran a batch off myself, had a look at centipede and it looks okay to me. Not sure what was wrong with the last one as I just cleaned up some of the code.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 12, 2008, 02:56:59 pm
That seemed to work for my sample set of 5 games (centiped.lay looks good!), so I'll let it run on my cab and see how those turn out.

Any idea on why some of the png's are pretty much blank? Is that part of the clean up you mentioned, and maybe that's fixed now? Or (more likely) you just haven't had time to look at that as it requires a bit more digging around?
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 12, 2008, 03:20:09 pm
OK, I've tried various things on the cab and can't get it to work right for all games. In order to get all png's to be 1024x1280 I have to pick resolution "Layout Size" (that's the size of my layout) with no options checked. Furthermore, I can't seem to ever get the lay files for horizontal games to set top=256 bottom=1024 (height=768, i.e. 1024x768 on a 1024x1280 screen).

I don't know if this matters, but I do NOT use mame rotation. My graphics card handles rotation at the driver level, so windows actually sees my resolution as 1024x1280.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 12, 2008, 04:04:14 pm
OK, I've tried various things on the cab and can't get it to work right for all games. In order to get all png's to be 1024x1280 I have to pick resolution "Layout Size" (that's the size of my layout) with no options checked. Furthermore, I can't seem to ever get the lay files for horizontal games to set top=256 bottom=1024 (height=768, i.e. 1024x768 on a 1024x1280 screen).

I think your going to have to explain what you want more clearer. All the new "Rotate For Vertical" option does is swap the Width and Height values for vertical games which is what I thought you asked for. Are you saying now you have to have them all the same size?

As I mentioned previously I don't exactly know how I should be calculating the borders for bezels which I thought was only necessary when I was including a vertical bezel for vertical games on a horizontal setup. Now your saying you need Top=256 and Bottom=1024?

Also consider I try to design my software to work on all different configurations so I can't just hardcode it to work on one setup which probably means I'll have to learn how the bezel format works a bit better.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 12, 2008, 04:20:58 pm
If I didn't convey myself properly before, then I apologize. I haven't really changed what I'm asking for though. I have a vertically oriented monitor with my video driver set to rotate, such that windows looks normal, yet tall (1024x1280). Therefore, I don't need to set mame to rotate because that is already handled natively by windows. I don't think that matters to you in terms of creating bezels correctly, but I wanted to make sure you have whatever information you may need. I believe the lay files would need to be created identically for someone who has a vertical monitor without driver rotation (i.e. rotation handled by their FE and mame).

So what I'm after is having ALL bezel png's be 1024x1280, which is what my all my layout resolutions are. I think this is what most if not all users would expect, since after all that's what you'd get if you ran CPW as a resident app. I can get that to occur my choosing "Layout Size" and unchecking the other options (it sounds from what you're saying that Rotate for Vertical may as well be removed). I still don't understand what "include vertical" does, so I don't know if that needs to come into play at all.

In terms of the .lay files, check out that link I posted a few days ago in this thread. It has details about .lay files. You may have already seen it though - it's fairly basic. For vertical games on my vertical monitor, the screen needs to be defined as left=0, right=1024, top=0, bottom=1280, since that's how a vertical game will fill the screen with no bezel. For horizontal games on my vertical monitor, the screen needs to be defined as left=0, right=1024, top=256, bottom=1024, since that's how a horizontal game will fill the screen with no bezel.

And for someone running a horizontal monitor, the screen would be l=0, r=1280, t=0, b=1024 for a horizontal game, and l=256, r=1024, t=0, b=1024 for a vertical game.

Does that make sense?
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 13, 2008, 02:44:20 am
Okay that makes more sense now, so yeah I may as well remove that "Rotate For Vertical" option.

The "Include Vertical Bezel" option is for horizontal users that want to have a "Mame" logo down the sides for vertical games. It's just so there are no black strips, but the Mame logo instead (have a look at the attached image, it shows what image is included with that option).

Okay I'm going to have to recode some of this.

So far you've given me the values for a 1280x1024 vertical display, So now I need to know the values for the rest of the resolutons. I really need to support them all to implement this correctly, any ideas or is there an obvious pattern I'm missing here?

Horizontal Monitor Orientation
Code: [Select]
320x240: Horizontal Game: L=0, R=320, T=0,  B=240, Vertical Game: L=?, R=?, T=0, B=240
640x480: Horizontal Game: L=0, R=640, T=0,  B=480, Vertica Gamel: L=140, R=500, T=0, B=480
1024x768: Horizontal Game: L=0, R=1024, T=0,  B=768, Vertical Game: L=?, R=?, T=0, B=768
1024x960: Horizontal Game: L=0, R=1024, T=0,  B=960, Vertical Game: L=?, R=?, T=0, B=960
1280x1024: Horizontal Game: L=0, R=1280, T=0,  B=1024, Vertical Game: L=?, R=?, T=0, B=1024

Vertical Monitor Orientation
Code: [Select]
240x320: Vertical Game: L=0, R=240, T=0,  B=320, Horizontal Game: L=0, R=240, T=?, B=?
480x640: Vertical Game: L=0, R=480, T=0,  B=640, Horizontal Game: L=0, R=480, T=?, B=?
768x1024: Vertical Game: L=0, R=768, T=0,  B=1024, Horizontal Game: L=0, R=768, T=?, B=?
960x1024: Vertical Game: L=0, R=960, T=0,  B=1024, Horizontal Game: L=0, R=960, T=?, B=?
1024x1280: Vertical Game: L=0, R=1024, T=0,  B=1280, Horizontal Game: L=0, R=1024, T=256, B=1024

EDIT: I've put all the code in place to do this, now I just need to put in the values.
Title: Re: CPWizard v1.80 Released
Post by: loadman on July 13, 2008, 06:52:44 am
Man...

This is turning into a slick piece of software.

Well Done HeadKaze... :applaud:
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 13, 2008, 11:51:13 am
So far you've given me the values for a 1280x1024 vertical display, So now I need to know the values for the rest of the resolutons. I really need to support them all to implement this correctly, any ideas or is there an obvious pattern I'm missing here?

Yeah, that's easy. I'm just picking values to center the display. So in my case (1024x1280), I calculated t=256, b=1024 like this: The game would run as 1024x768 (width of display the limiting factor, and of course the game is 4:3, so that's where 768 comes from). So since there's more height than necessary, calculate 1280-768=512. That's how much extra vertical space there is. Divide that by 2 for top and bottom. Top equals that value (256), and bottom is 256+768=1024.

Incidentally, you can also specify the coordinates as height and width, rather than bottom and right (according to that "lay file basics" page I linked). That would probably make the resulting values look more straightforward/obvious. So with my example, it would be l=0, w=1024, t=0, h=768. If it were me, I'd create the lay files with those values.

Hope that's a straightforward explanation. And I agree with loadman. ;D I feel like a third of the posts in this thread must be mine. Hope you're not sick of seeing "Last post: TheShanMan" yet! :-\
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 13, 2008, 02:56:55 pm
Lol I can't believe I didn't realise it was calculated like that for 4:3! I get it now, and it's much nicer being able to use an algorithm to calculate the sizes rather than hard coding them. Thanks for that.

So fingers crossed, this new version is what were looking for. I have tested it and the values look right to me :) Don't forget to check the "Vertical Orientation" checkbox.

I don't get sick of you posting, again you've helped me improve the exporting of bezels to support multiple resolutions and vertical orientation :)
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 13, 2008, 04:03:56 pm
Awesome! Thx headkaze. I have it running on my cab as we speak. My early test right after I kick it off is to check 1942 and 88games (vert and horiz). Both look good, so I'm very hopeful that you've nailed it this time. Keeping my fingers crossed that I won't end up with some blank png's this time.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 13, 2008, 04:09:21 pm
Awesome! Thx headkaze. I have it running on my cab as we speak. My early test right after I kick it off is to check 1942 and 88games (vert and horiz). Both look good, so I'm very hopeful that you've nailed it this time. Keeping my fingers crossed that I won't end up with some blank png's this time.

If there are some blanks you can just delete them then use the "Skip Existing" so it will only create the missing ones. I find it funny your two games for testing are 1942 and 88games. Mine were 1942 and 2020bb :)
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 13, 2008, 05:12:57 pm
Well, the last 964 have blank images (well, blank except for the watermark). Last good one was kof97. From kof97a on, they were blank and the zip files were 3KB as a result.

The "skip existing" option seems to be busted. It's starting over from the beginning if it's checked. I've canceled it and tried again a couple of extra times just to be sure. Needless to say I'm not going to bother letting it run again, because it's going to spit out bad png's after a while anyway.

So if you could kindly fix the broken "skip existing" first (so I can finish creating my set), and then later have a look at why it might be dying on those last 964, that would be great. I'm using 0.126, btw.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 13, 2008, 05:38:21 pm
To be sure your right again, it was only checking for png's not zip files. Okay here is the fix for that.

Also can you check your CPWizard.log for any errors next time you get the blanks. Perhaps it might give me a clue as to what's happening when it's failing. I'm usually quite careful about cleaning up resources but obviously something is not getting free'd properly.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 13, 2008, 06:07:10 pm
That did it headkaze! I'm off to try out a few games and see how I like those bezels in there. :)

As for the choking before completion, I'll do a full rebuild of bezels later when I get a chance and then check the logfile assuming it chokes again.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 13, 2008, 06:24:57 pm
Well, we're VERY close, but not quite there yet. Horizontals are GREAT, but my verticals are slightly off. Remember our discussion about my non 3:4 aspect ratio resolution (1024x1280)? That's coming into play here. You need to do calculations for BOTH vertical and horizontal screen settings. Setting the screen to l=0, t=0, r=1024, b=1280 causes the game to stretch horizontally slightly (total of 64 pixels, the difference between 960 and 1024). So really for my 1024x1280 configuration vertical games should be setting the screen to l=32, t=0, r=992, b=1280.

One more MINOR nit. I have the burgertime clone "btimem" in my favorites (not sure why I have that rather than btime), and I notice that when I go to the video menu, I have 2 "Show CP" and 2 "Hide CP" menu items. It would appear that clones will always pick up bezels from the master as well as the clone itself? If that's true as it appears to be, it would be nice to generate a "masters only" list of bezels to save on disk space since the clone bezels are redundant I guess.

EDIT: One more thing. I did confirm that those screen values work for btimem by modifying the .lay file. So it's not just a hypothesis. :) Actually, that's how I noticed the dual bezel for btimem. I went up to try the new .lay file and it didn't work. "What the heck? How could that not work?" I went into the video options and saw the dual listings. First one (the default I guess) was the btimem one, which I DIDN'T modify. That one didn't work. The second one, btime, which I DID modify, DID work.

So I guess if someone really wanted different bezels for a clone than for the master, it's good that apparently the clone bezel gets precedence, and it falls back to the master bezel if there is no clone bezel. So perhaps you could add an option for whether or not to create clone bezels (unchecked by default)?
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 13, 2008, 06:58:39 pm
Attached is an exe I've added "Skip Clones" you can test it while I'm gone. Will check back here tomorrow to see how you go.

As for the 32 pixel problem, any reason why you don't run in a 4:3 res like 1280x960 instead? I would much rather remove that resolution as an option as it seems to add an irritating exception to the rule. If your determined to go with that res I'll have a look at it tomorrow.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 13, 2008, 07:06:03 pm
Well I'd have to redo my MaLa layout for one thing, which would result in less real estate there. I don't see why it needs to be seen as an exception to the rule. It's just that you should always be calculating which axis is the limiting axis (i.e. the axis where the screen bounds go from 0 to (max)) and then calculate the bounds for the axis that might have excess. In my case, vertical games will have excess of 32 pixels on each side. For most resolutions, it will have an excess of 0. But either way you wouldn't have to special case the code. It's just that you have to do a calculation rather than assuming the screen is 4:3 or 3:4.

In reality, if you take that approach, not only is there no "exception to the rule", but you don't have to treat vertical and horizontal differently. So it's actually a more general rule than what you have right now I think.

Oh, and it's really cool that you added that clone option! Not only will it save disk space, but it will save time as generating bezels takes a long time normally!
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 14, 2008, 04:33:05 am
Okay I could have had that other request working last night in a few seconds. I only had to change a couple lines of code and it does what you want now. The algorithm basically does it all. Sometimes a bit of sleep can help with that ;)

I think the bezel calculations should be okay now. Let me know how it goes for you :)

EDIT: I notice people are downloading the attachement. This is only the program exe for testing and is useless by itself. If you want to try out CPWizard download it from the official website (http://members.iinet.net.au/~freeaxs/cpwizard).
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 14, 2008, 09:08:01 am
Thanks headkaze! I have it running as we speak. Not sure if I'll get a chance to check the results before I leave for work, but I'll definitely get back to you. Initial check (1942/88games) looks good though. And I'm using the Skip Clones option. :)
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 14, 2008, 04:00:57 pm
Looks like that's working great. One minor UI thing and one bug:

- The bezel progress bar only seems to increment on created bezels. It ought to increment when it skips a bezel too (due to the skip clone or skip existing options). It looks like it has a LONG way to go when it actually doesn't due to skipping so many. This is very minor of course.

- 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. :)

And other than that, this version did a tremendous job of creating bezels. I checked a bunch of them and they all look great! Fabulous work, headkaze! :cheers:

This actually has me thinking of creating a bunch of alternate "mini-layouts" to export as images. I think I'd rather see the CPW output than real CP's in my FE. Much more useful for swappable panels since it would give you a preview of which panel you need to install to play the game.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 14, 2008, 09:32:12 pm
I'll fix the progress bar next release. That keycode issue is a tough one. I actually looked into that and found out the defaults in inpttype.h are defined the same as how I have them in std.ini for CPWizard. I would like to keep the backward compatibility, but according to u_rebelscum

Note that this change was made in 0.117u3 (http://mamedev.org/devwiki/index.php/MAME_0.117u3), so for older versions of mame, the two '_' is the way to go.  (I don't know how backward compatible you want CPWizard to be, headkaze.)  Reason for change, now the '_' marks which keyboard (if more than one is mapped), the the number had to be moved next to the 'pad'.

So why do they still have the two '_' in inpttype.h but only one when you create a cfg file in 0.0126? How should I deal with the two different types of keycodes?
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 15, 2008, 09:36:31 am
Sorry headkaze. Not sure what to suggest on that one... whether it's technically a bug in the mame source or not, it will be perceived as a CPW bug as it's ultimately your issue to deal with :(.

On a more positive note though, I created a patch to unpause the game immediately before exit which prevents the CP bezel from being left on if you pause, then exit, then restart the game. It should be easy to merge with your bezel diff. See attachment.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 16, 2008, 05:01:27 am
No worries, when I get some time I'll set up a CP using the keypad and install 0.117 to test both versions. Shouldn't be too hard to figure out. I guess I'll just have two key lists one for each version.

Thanks for the diff file, I've combined it with the current bezel patch and will put it on the website soon.

Glad you got the bezels working the way you like, I think it was worth it in the end :)

Can you check something for me as well, go into Options->Profiles and check for any enabled profiles that are enabled that have exe's that could be running while you run Mame. I had a user that had added a mame profile and it caused a conflict as all the Mame functionality is built in. After he removed his "mame" profile it worked again. Just thought you might have been having the same problem. I have very few reports about CPWizard having problems minimizing/maximizing Mame now, so perhaps it's just a config issue afterall.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 16, 2008, 09:15:18 am
Glad you got the bezels working the way you like, I think it was worth it in the end :)

No question about it! :notworthy:

Can you check something for me as well, go into Options->Profiles and check for any enabled profiles that are enabled that have exe's that could be running while you run Mame. I had a user that had added a mame profile and it caused a conflict as all the Mame functionality is built in. After he removed his "mame" profile it worked again. Just thought you might have been having the same problem. I have very few reports about CPWizard having problems minimizing/maximizing Mame now, so perhaps it's just a config issue afterall.

I have never touched the profiles tab. It has the 2 default items there, but no mame. I might have just forgotten the problem you're referring to, but I'm guessing you mean the unpausing problem that we've never been able to figure out?
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 18, 2008, 01:52:56 am
headkaze, I discovered that the bezel for kangaroo is incorrect. Apparently whatever source of information you use for determining whether it's a vertical or horizontal game has it wrong. The bezel is created as though it's a horizontal game, and therefore when I pause, the game gets squished to be 1024x768 instead of staying 1024x1280.

What is the source of information? I imagine I should send a correction to whoever is the maintainer of that information or something.

It's really too bad the bezel specification doesn't allow for unspecified screen parameters. Then you would never have to worry about horizontal vs. vertical, or calculating screen parameters. Maybe you or I should create a diff and submit it to mamedev. Your turn! ;D
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 18, 2008, 06:47:48 am
This is how I calculate if it's vertical from Mame's xml output

Code: [Select]
if (gameNode.Displays.Count > 0)
    Vertical = (gameNode.Displays[0].Rotate == 270);

Here is the display info for kanagroo

Code: [Select]
<Display Type="raster" Rotate="90" Width="512" Height="240" Refresh="60.09615" />
So that is calculated as a horizontal game.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 18, 2008, 09:08:03 am
That would be the mame xml apparently? Seems like it has inconsistent information. Rotate=90 seems to imply vertical (though you're only checking for Rotate=270?), yet width > height. I wonder why that information is wrong? MAWS lists resolution as 240x512, the opposite of the mame xml. I suppose I could submit it to mametesters. I can do that while you work on the bezel .lay fix - I'm sure you're busily working on that now! ;)

EDIT: Wait a second. I'm looking at the xml info on dkong, and it has Rotate=90 (which you imply you don't handle, and testing confirms) and width > height: w=256, h=224. So I guess I just hadn't noticed until now that some of the bezels are wrong. DK and puckman for instance, yet centipede is right for instance. It seems like the mame xml info is not super accurate, but you at least need to be handling Rotate=90 too.

You'd think that some games would be upside down with some being 90 and some being 270. :dizzy:
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 18, 2008, 10:05:58 am
Hmm I wonder why I wasn't checking for 90 degree's as well? Hmm

Okay here is an update with 90 degree checking added. Let me know when all is okay and I'll do an official release.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 18, 2008, 06:17:19 pm
I checked a bunch more this time and they all seem to be perfect (knock on wood)! :applaud:

No need to hold up the release for this, but there is one thing that would be nice to have, especially now that you've added the Skip Clones feature. The ability to choose which bezels to make. Kind of like a multi-select version of the preview list.

The reason I mention Skip Clones is particularly for pacman, since the master is puckman but I, like most I'm sure, use pacman instead. It would be nice to see accurate information on the bezel for it, so I wish I could go into CPW and create just that one bezel.

Another example of where picking from a list would be very helpful (perhaps even more so): you change key mappings for a game or two and need to generate a new bezel(s) to reflect the mapping changes.

The only workarounds are either wait an hour while a full bezel set is generated, or hand edit your mini xml file. Obviously neither is great.

EDIT: Duh. Delete the file and use the Skip Existing option. :-[ Still would be a nice feature, but not as big of a deal obviously.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 31, 2008, 12:18:45 am
Well, I found a basic problem with bezels. For games where you use a non-default video setting, the game is completely unplayable. For instance, Super Punch-out. It has a split screen layout where the main action by default is on monitor 2. If you only have 1 monitor then you have to pick one of the non-default layouts that show both screens on one monitor. Problem is, as soon as you pause or unpause, you lose screen 2, which is the main action.

What do you think, headkaze? Is there something that can be done to handle these scenarios? I don't know if there is something CPW can do to detect these when creating the bezels to make sure the layouts are created properly. Maybe CPW could have some settings for what to do with these games. Is there any way for CPW to know what the video modes are? If so, maybe it could prompt for which mode the user wants to use. I'm guessing it can't know about them though. At a minimum, if at all possible, it would be nice if CPW could flag these games to notify the user that they may be problematic, and leave it up to the user if they want to just delete the bezel or edit it.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on July 31, 2008, 01:44:30 pm
Mame always manages to create exceptions to the rule ;)

You guess is as good as mine at this point, the data I have to work with in CPWizard is contained in MiniInfo.xml. It has a large portion of the Mame xml data in it, including display info, so it might have enough to do something about split screen games.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on July 31, 2008, 01:54:44 pm
Cool. Hopefully you can work something out there. I'll be on vacation for a little over a week starting tonight, so don't expect me to respond if you post a test version for me.
Title: Re: CPWizard v1.80 Released
Post by: doctorhifi on August 02, 2008, 11:42:09 am
Great app!

I seem to be having trouble getting joystick commands(up, down, left, etc.) to show up on the control panel layout.

I'm using 2 U360 joysticks and mame sees these as Joy 1 and Joy 2. For third player controls I've got a regular joystick and mame sees the controls for this stick as Up, Down, Left, Right.

On my CPWizard layout my player 1 joystick labels are Joycode_1_Up, Joycode_1_Down, etc.  But with these labels I don't get any commands showing up on the layout when I do a preview.  If i change my player 1 jostick labels to Keycode_Up, Keycode_Down, etc.  then the commands show up.  Interestingly enough, the button labels for players 1 and 2 DO show up and these are set as Joycode_1_Button1, Joycode_1_Button2, etc.

What am I doing wrong?
Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 02, 2008, 12:07:13 pm
What am I doing wrong?

There are quite a few things you could be doing wrong, so it's a matter of tracking it down.

- Check your mame.ini file is located in the same folder as Mame's exe. If your using a ctrlr file CPWizard reads mame.ini to get the name
- Mame codes have changed over the different Mame versions so I've tried to keep up with it but still haven't got it working for all versions. For now the only way to support some versions of Mame is to edit the Data\std.ini file.

Code: [Select]
P1_JOYSTICK_UP                "KEYCODE_UP|JOYCODE_1_Y_UP_SWITCH"
P1_JOYSTICK_DOWN              "KEYCODE_DOWN|JOYCODE_1_Y_DOWN_SWITCH"
P1_JOYSTICK_LEFT              "KEYCODE_LEFT|JOYCODE_1_X_LEFT_SWITCH"
P1_JOYSTICK_RIGHT             "KEYCODE_RIGHT|JOYCODE_1_X_RIGHT_SWITCH"

If you change these codes to match your keycodes it should work okay.
Title: Re: CPWizard v1.80 Released
Post by: doctorhifi on August 02, 2008, 12:49:00 pm
Thanks.
I'm not using a ctrlr file so I tried changing the std.ini but that didnt work so clearly I'm still not getting it right.  I guess I don't know where to put my mame codes.  Here's what I tried:

Original
Code:
P1_JOYSTICK_UP                "KEYCODE_UP|JOYCODE_1_Y_UP_SWITCH"
P1_JOYSTICK_DOWN      "KEYCODE_DOWN|JOYCODE_1_Y_DOWN_SWITCH"
P1_JOYSTICK_LEFT              "KEYCODE_LEFT|JOYCODE_1_X_LEFT_SWITCH"
P1_JOYSTICK_RIGHT         "KEYCODE_RIGHT|JOYCODE_1_X_RIGHT_SWITCH"
 
changed to:

Code:
P1_JOYSTICK_UP                "KEYCODE_UP|Joy 1 Up"
P1_JOYSTICK_DOWN              "KEYCODE_DOWN|Joy 1 Down"
P1_JOYSTICK_LEFT              "KEYCODE_LEFT|Joy 1 Left"
P1_JOYSTICK_RIGHT             "KEYCODE_RIGHT|Joy 1 Right"

Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 03, 2008, 12:22:04 am
I meant something like this, it basically has to match your keycodes.

Code: [Select]
P1_JOYSTICK_UP                "KEYCODE_UP|JOYCODE_1_UP"
P1_JOYSTICK_DOWN              "KEYCODE_DOWN|JOYCODE_1_DOWN"
P1_JOYSTICK_LEFT              "KEYCODE_LEFT|JOYCODE_1_LEFT"
P1_JOYSTICK_RIGHT             "KEYCODE_RIGHT|JOYCODE_1_RIGHT"
Title: Re: CPWizard v1.80 Released
Post by: doctorhifi on August 05, 2008, 02:34:33 pm
I fixed it but not by changing the std.ini file.
Turns out something must have been wrong in my mame.cfg because I deleted the default mame cfg, had mame create a new one and then everything worked fine.

One last thing- I'm using two buttons for loading and saving within a game.  The LOAD button is mapped to the space bar in Mame (keycode 32) and the SAVE button is mapped to the R.Shift key (keycode 161).
Seems pressing these while running a game also causes the CPW menu to come up interfering with the ability to load/save.

I don't see anything in the CPW cfg file that points to those keycodes so I'm wondering if you can tell me how to make CPW only pop up when the pause button is pressed.   My pause button is mapped to L.CTRL (keycode 162).
thanks
Title: Re: CPWizard v1.80 Released
Post by: cadmium on August 05, 2008, 11:17:41 pm
I have a question, maybe it's been asked before - I couldn't find it on a quick survey. I'm using the export batch process to generate images and using the patch to show the cp's during pause.

The problem I'm having is that the only cp's that show up during pause are the ones generated by the "bezels" export which generates a zip file with a .lay and cp.png in it. But that only seems to generate a small percentage of the cp's (most cps are blank).

The "images" export creates all of the .png cp's but they don't show up when I hit pause.

What am I doing wrong?
Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 06, 2008, 03:43:15 am
doctorhifi : Yeah this is a known problem with save states causing CPWizard to show. Hopefully I can get some time to enhance the patch to prevent this from happening.

cadmium: You must export them as Bezel format not png's. When done correctly they will export as zip files and you must place them in Mame's artwork folder.
Title: Re: CPWizard v1.80 Released
Post by: doctorhifi on August 06, 2008, 11:23:53 am
thanks.  I can live with that quirk.

Your app rocks!  :applaud:
Title: Re: CPWizard v1.80 Released
Post by: cadmium on August 06, 2008, 12:19:33 pm
cadmium: You must export them as Bezel format not png's. When done correctly they will export as zip files and you must place them in Mame's artwork folder.

When I generate them in bezel format, most of the cp's are blank?
Title: Re: CPWizard v1.80 Released
Post by: cadmium on August 06, 2008, 07:37:18 pm
In my last export batch, using Bezel, Layout Only, 1024x768 and No on Vertical Bezels 2,144 were empty layouts. It appears once it hits a certain point it just stops generating the layouts.

If I do a preview, the layouts show up just fine, but not during the export batch.

Edit. Generating them at a smaller size (640x480) seems to get more (if not all) of them?
Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 06, 2008, 07:43:06 pm
In my last export batch, using Bezel, Layout Only, 1024x768 and No on Vertical Bezels 2,144 were empty layouts. It appears once it hits a certain point it just stops generating the layouts.

If I do a preview, the layouts show up just fine, but not during the export batch.

This problem has been reported from another user and I couldn't locate the actual cause of it. It seems to me like a memory leak or something as it does it after an amount of time. If you run it on a PC with more memory it will probably work. AFAIK The only way around it at the moment is to delete the empty ones and then run it again with the "Skip Existing" option set.
Title: Re: CPWizard v1.80 Released
Post by: 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.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 06, 2008, 11:29:42 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.

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.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on August 09, 2008, 03:41:54 pm
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.
Title: Re: CPWizard v1.80 Released
Post by: 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.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 13, 2008, 12:56:15 pm
Does anyone know if CPWizard imposes any significant CPU overhead while in resident mode but not showing anything?

Thanks.

It takes up memory but no CPU.

TheShanMan: Sorry mate haven't had a chance to look at that issue.
Title: Re: CPWizard v1.80 Released
Post by: TheManuel on August 13, 2008, 01:04:18 pm
Great!
Thank you.

I'm now ready for this part of the project.

This project will never end...
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on August 13, 2008, 02:10:49 pm
No problem, headkaze. It's not a pressing issue.

TheManuel, you might also want to consider having CPW create bezels for you. That way you don't even have to run CPW in resident mode - it just relies on MAME to show the CP bezel.
Title: Re: CPWizard v1.80 Released
Post by: TheManuel on August 13, 2008, 02:38:56 pm
Quote
TheManuel, you might also want to consider having CPW create bezels for you. That way you don't even have to run CPW in resident mode - it just relies on MAME to show the CP bezel.

Thanks. 
I thought of that but given that I adjust controls every now and then and I'm already starting to fill my hard drive, I was hoping I could use the resident mode.  It is also more useful because I can access other files from it as well.
From Headkaze's reply it sounds as if I should be OK.
Title: Re: CPWizard v1.80 Released
Post by: TheManuel on August 15, 2008, 08:37:14 pm
I created a CP sized at 1024x768 but I usually run my games and MaLa at 640x480.
If I want my CP Wizard layout to show up at 640x480, do I have to re-size the original layout image or is there a setting to scale down the layout to the resolution I want to run at?
I know CP Wizard will display at the desktop resolution but I have everything running at 640x480.

Thanks.
Title: Re: CPWizard v1.80 Released
Post by: TheManuel on August 17, 2008, 11:00:56 pm
Never you mind.  I'm a dumbass  :timebomb:.
While testing, I was switching to the desired 640x480 resolution after starting CPWizard so the app did not know the resolution had changed.
By starting CPWizard at the right resolution, it does not matter what resolution the layout is at.
Title: Re: CPWizard v1.80 Released
Post by: Marak on August 19, 2008, 03:49:15 am
I am having a blast making my (Several) Layouts.  ;D

As I understand it, and please correct me if I'm wrong.
If you have a real trackball, you should get rid of the Dec and Inc settings in mame.

(http://img93.imageshack.us/img93/8340/tracksettingsda7.jpg)

However, this seems to make the MOUSECODE_1_LEFT ect... not show up
in the CPWizard display.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on August 24, 2008, 02:41:39 am
Headkaze, in an upcoming version do you think you could make the export settings remembered between sessions? There are so many options I have to change every time, that I'm always worried that I'll get one wrong accidentally (and I just did).

Also, do you remember that problem I occasionally have where the label links get messed up? It just occurred to me today that rather than checking the links one by one by viewing the properties window, I can just turn on the link lines. It would be helpful if "design mode" could show link lines but not show the lines when creating the output (bezel or live). What do you think?
Title: Re: CPWizard v1.80 Released
Post by: Wob on August 25, 2008, 09:18:37 pm
Hi,

I am running CPWizzard 1.84 and MAME 0.126. My issue is that buttons 5 and 6 on Player 2 side will not show up, I am using the Default MAME layout and have set MAME to user I and K for those buttons, but when for example I load SF2 Buttons 5 and 6 are greyed out, and it also doesn't show the label for group 6.

I made sure to remove I and K from the player 3 controls but still nothing.  I can't work out what I am doing wrong.

Cheers,
Beau

-- Edit --

I also have a question regarding Memory usage, if I set CPWizard to load at startup when I check taskmanager it is using a whopping 97Mb, if I double click on the button on the taskbar to open the main window and then minimise it again it sits between 2 - 3Mb.  Any idea why it's using that much RAM when it first loads and what I can do to fix it?

Thanks Again,
Beau
Title: Re: CPWizard v1.80 Released
Post by: headkaze on August 26, 2008, 04:07:26 am
Hi,

I am running CPWizzard 1.84 and MAME 0.126. My issue is that buttons 5 and 6 on Player 2 side will not show up, I am using the Default MAME layout and have set MAME to user I and K for those buttons, but when for example I load SF2 Buttons 5 and 6 are greyed out, and it also doesn't show the label for group 6.

I made sure to remove I and K from the player 3 controls but still nothing.  I can't work out what I am doing wrong.

If labels aren't showing there is usually some reason for it. Check over your default.cfg and sf2.cfg files. Delete them and set the keys again in Mame. Restart CPWizard so it will read in the data again.

I also have a question regarding Memory usage, if I set CPWizard to load at startup when I check taskmanager it is using a whopping 97Mb, if I double click on the button on the taskbar to open the main window and then minimise it again it sits between 2 - 3Mb.  Any idea why it's using that much RAM when it first loads and what I can do to fix it?

Yes CPWizard can use a fair amount of Memory on boot up. It has a lot of data to read. I tried to minimize that using the "Dynamic Data Loading" option which might help, but it does mean displaying the menu can be slower because the data is read dynamically. If you really are concerned about memory usage and you only want to display your CP in Mame, consider using the Export Bezel feature which will mean you don't need to run CPWizard at all to view your CP in Mame as it is overlayed using a bezel.
Title: Re: CPWizard v1.80 Released
Post by: Dan on September 06, 2008, 06:05:01 am
I just installed and configured this fantastic piece of software on my arcade cabinet tonight.  Everything is working except for one thing.  When I pull up the main menu in certain games, the screen goes blank.  I have to alt-tab to the CPWizard processes and kill them with alt-f4.  Then I go back to the game, hit escape, and then close my FE.  Amazingly enough, CPWizard is still in the taskbar after all this!  I can duplicate this issue in standalone mode also.  For example, pacman works fine, but blazlaz gives me a blank screen.  There are errors in my log file.  I'm wondering if you can tell what is going on.

9/6/2008 2:49:31 AM: Starting Mame Interop
9/6/2008 2:49:46 AM: ERROR @ Show (ProgramManager)
9/6/2008 2:49:46 AM: Value cannot be null.
Parameter name: key
9/6/2008 2:49:46 AM:    at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at i.a()
   at l.a(s A_0)
   at ae.b(Boolean A_0)
   at ae.m()

Thanks,
Dan

Title: Re: CPWizard v1.80 Released
Post by: headkaze on September 06, 2008, 06:41:41 pm
Thanks Dan it really helps when there is a tangible error like that, I'll look into it when I get some time.
Title: Re: CPWizard v1.80 Released
Post by: headkaze on September 07, 2008, 01:58:53 am
CPWizard Version 1.87 Released

- Fixed bug introduced from previous release

Dan: That error was an introduced bug from the last update. Let me know if this one is okay.

I have done a few changes to the way CPWizard handles the data files and I hope I haven't screwed anything new up in this release. I suggest you go into CPWizard\Data folder and delete MiniInfo.xml after installing this new version. As usual please post any bugs/problems in this thread.
Title: Re: CPWizard v1.80 Released
Post by: Dan on September 07, 2008, 03:34:26 am
CPWizard Version 1.87 Released

- Fixed bug introduced from previous release

Dan: That error was an introduced bug from the last update. Let me know if this one is okay.

I have done a few changes to the way CPWizard handles the data files and I hope I haven't screwed anything new up in this release. I suggest you go into CPWizard\Data folder and delete MiniInfo.xml after installing this new version. As usual please post any bugs/problems in this thread.

You are amazing!  I never experienced such a quick turn-around.  Thanks so much for fixing this so quickly.  So far everything is working great.  Keep up the great work!

Peace \/
Dan
Title: Re: CPWizard v1.87 Released
Post by: hello21 on September 07, 2008, 09:14:59 am
Great program
Title: Re: CPWizard v1.87 Released
Post by: Dan on September 08, 2008, 12:13:46 am
Hey headkaze,

Can you give a quick example of setting up an emulator besides mame in CPWizard.  I followed the steps in the online help, but it doesn't seem to work.  Are the profiles supported in resident mode (i.e. run emulator, run game, pause game, CPWizard menu pops up) or just in standalone mode (i.e. run CPWizard from cmdln before running emulator).  I'd like the former, if possible.

Thanks,
Chisel
Title: Re: CPWizard v1.87 Released
Post by: headkaze on September 08, 2008, 12:24:20 am
Can you give a quick example of setting up an emulator besides mame in CPWizard.  I followed the steps in the online help, but it doesn't seem to work.  Are the profiles supported in resident mode (i.e. run emulator, run game, pause game, CPWizard menu pops up) or just in standalone mode (i.e. run CPWizard from cmdln before running emulator).  I'd like the former, if possible.

What I've tried to do with CPWizard is automate things as much as I can. That is why you can run Mame and CPWizard just works, you don't need to send it any info as it gets it straight from Mame. Other emulators on the other hand are very different. There is no way for CPWizard to know what game your running, so you have to send it the game name. How you do this depends on the front end but the general syntax is as follows:

Code: [Select]
CPWizard.exe -game "[GAME_NAME]"
So just before you run the game from your FE you need to send CPWizard the above command line replacing GAME_NAME with the name of the game your running. You also need to add games to the Data\Labels\[EMU_NAME].ini file where it grabs the label info for the game. The game name and emulator have to match in your Profile settings in CPWizard's options.

Unfortunately I can't make it any easier than that so it does require a bit of work to get it working. Another problem is some emulators just don't like being minimized like Project 64 so some of them won't work with CPWizard.
Title: Re: CPWizard v1.87 Released
Post by: Dan on September 08, 2008, 02:20:20 pm
Thanks for the explanation.  I have a few more quick questions regarding other emulators...  Will this work if I'm already in resident mode?  Will this bring up the CPWizard menu before the emulator launches, or when it is paused?  I saw some database files for other emulators included with CPWizard.  How much support for other emulators does CPWizard have (i.e. controls, info, artwork, etc...).  Lastly, I have a suggestion for the text windows that are displayed during viewing of the dat files.  It would be great to have the ability to customize the navigation of these windows.  For example, I just can't get used to having left/right skip a half screen instead of a full screen.  I always find myself lost trying to find where I left off in the text.  This just a suggestion on making this great program even better!

Thanks!
Chisel
Title: Re: CPWizard v1.80 Released
Post by: XyloSesame on September 08, 2008, 02:41:57 pm
I just installed and configured this fantastic piece of software on my arcade cabinet tonight.  Everything is working except for one thing.  When I pull up the main menu in certain games, the screen goes blank.  I have to alt-tab to the CPWizard processes and kill them with alt-f4.  Then I go back to the game, hit escape, and then close my FE.  Amazingly enough, CPWizard is still in the taskbar after all this!  I can duplicate this issue in standalone mode also.  For example, pacman works fine, but blazlaz gives me a blank screen.  There are errors in my log file.  I'm wondering if you can tell what is going on.

Dan...

Could you try Battle Garegga (battlega) and see if the problem is happening with the new release? I've been spot-checking my install and am still freezing when viewing the CP with at least this one. It seems to work fine from CPWizard preview mode, but in MaLa it freezes...

Thanks-
Jeff
Title: Re: CPWizard v1.87 Released
Post by: doctorhifi on September 08, 2008, 04:34:43 pm
I have one issue and one question.

Issue first:  The first time I pause a game the CPWizard menu comes up like its supposed to but it only occupies a window that is roughly half the screen width and height and is displayed in the left upper corner of the TV screen.  If I unpause, then pause again the image comes up full screen.  Any thoughts?

Question: Can you help me understand the relationship between the controls.xml document and the miniInfo.xml?  When I've noticed game info on the control panel screen that I want to change, for example if a game is 4 player but it is showing up as 2 player, I've been editing the text in the miniInfo.xml file.  When I edited the controls.xml file nothing changed on the control panel display.
I see with your latest release you suggest deleting the miniInfo.xml file after installing the new release:

"I have done a few changes to the way CPWizard handles the data files and I hope I haven't screwed anything new up in this release. I suggest you go into CPWizard\Data folder and delete MiniInfo.xml after installing this new version"

  Sounds like my miniInfo file and all its changes will either be obsolete or erased.  Is there a way for me to keep my
miniInfo.xml file and all my custom changes?
And how is the updated CPWizard user guide coming?  :)


My cabinet:
http://forum.arcadecontrols.com/index.php?topic=67989.msg691462#msg691462
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 10, 2008, 11:12:47 pm
Headkaze, is there any chance I could get you to change the bezels so that the png's have filenames that match the rom names instead of always being "cp.png"? I'm working on a batch file to extract all png's and do some irfanview processing on them. My plan is to crop out a smaller area of the control panels to end up with a small cp image for display in mala. I can work around the naming "problem", but it would reduce my processing, and therefore make the batch process faster, if I didn't have to worry about renaming the files. I think it makes sense to change that for other reasons too, but this is the "practical" reason that has finally driven me to actually request it. :)
Title: Re: CPWizard v1.87 Released
Post by: headkaze on September 11, 2008, 02:23:19 am
Thanks for the explanation.  I have a few more quick questions regarding other emulators...  Will this work if I'm already in resident mode?  Will this bring up the CPWizard menu before the emulator launches, or when it is paused?  I saw some database files for other emulators included with CPWizard.  How much support for other emulators does CPWizard have (i.e. controls, info, artwork, etc...).  Lastly, I have a suggestion for the text windows that are displayed during viewing of the dat files.  It would be great to have the ability to customize the navigation of these windows.  For example, I just can't get used to having left/right skip a half screen instead of a full screen.  I always find myself lost trying to find where I left off in the text.  This just a suggestion on making this great program even better!

It will work in resident or standalone mode just send it the game name via command line -game. If you send it before running the emu with -timeout option it will show then close after a set period. Without -timeout it will be available when you press a key (default "L") which will minimize the emu and show CPWizard's menu. Some emu's don't like being minimized like Project 64 so it wont work with every emu.

Other emu support is limited, but you can create label files for any emulator. I haven't had time to really get this fully working. I'd like to eventually have label files made up for a bunch of emulators. Unfortunately haven't had time.

I'll look at adding customization of the left/right. I thought half a page would be easier to keep track of over a full page, maybe I was wrong thinking that.

Could you try Battle Garegga (battlega) and see if the problem is happening with the new release? I've been spot-checking my install and am still freezing when viewing the CP with at least this one. It seems to work fine from CPWizard preview mode, but in MaLa it freezes...

Does it work outside MaLa? I tried "bgaregga" and didn't have any problems.

Issue first:  The first time I pause a game the CPWizard menu comes up like its supposed to but it only occupies a window that is roughly half the screen width and height and is displayed in the left upper corner of the TV screen.  If I unpause, then pause again the image comes up full screen.  Any thoughts?

I've heard a few people have this problem and never been able to replicate it. Try setting the "Show Delay" in the options and see if that helps. Not sure if anyone has had success using that or not but I've not been able to fully test it. I added a "Verbose Logging" option to help me track down issues like this but it hasn't seemed to help me much. If I can somehow get some solid info on what is going wrong then I might have a chance on fixing it. If your changing resolution in Mame that might be causing it, but I don't understand why it happens one time and then works after that. Bugs like this I would love to fix but just haven't been able to locate what is going wrong.

Question: Can you help me understand the relationship between the controls.xml document and the miniInfo.xml?  When I've noticed game info on the control panel screen that I want to change, for example if a game is 4 player but it is showing up as 2 player, I've been editing the text in the miniInfo.xml file.  When I edited the controls.xml file nothing changed on the control panel display.
I see with your latest release you suggest deleting the miniInfo.xml file after installing the new release:

"I have done a few changes to the way CPWizard handles the data files and I hope I haven't screwed anything new up in this release. I suggest you go into CPWizard\Data folder and delete MiniInfo.xml after installing this new version"

  Sounds like my miniInfo file and all its changes will either be obsolete or erased.  Is there a way for me to keep my
miniInfo.xml file and all my custom changes?
And how is the updated CPWizard user guide coming?  :)

MiniInfo.xml used to be GameInfo.xml (from Mame) and Controls.xml, catver.ini etc. all rolled into one file. I've changed it now since the last version of CPWizard and it is just a cut down version of GameInfo.xml with the data I need. All the other files are read separately.

You should edit Controls.xml that should work.

Tempest wrote the user guide so not sure if he plans on doing an update.

Headkaze, is there any chance I could get you to change the bezels so that the png's have filenames that match the rom names instead of always being "cp.png"? I'm working on a batch file to extract all png's and do some irfanview processing on them. My plan is to crop out a smaller area of the control panels to end up with a small cp image for display in mala. I can work around the naming "problem", but it would reduce my processing, and therefore make the batch process faster, if I didn't have to worry about renaming the files. I think it makes sense to change that for other reasons too, but this is the "practical" reason that has finally driven me to actually request it. :)

Download version 1.88 and I've changed cp.png to [ROM].png. I also added saving of the bezel export options you asked previously.

Phew, I just had to write all that twice because I lost my last post! Don't you hate it when that happens?
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 11, 2008, 09:54:32 am
Download version 1.88 and I've changed cp.png to [ROM].png. I also added saving of the bezel export options you asked previously.

Sweet! I figured MAYBE it would make it in ONE DAY, but I didn't expect to wake up and see it done. :cheers:

Phew, I just had to write all that twice because I lost my last post! Don't you hate it when that happens?

Yes, it's happened to me a few times and it sucks big time.
Title: Re: CPWizard v1.87 Released
Post by: XyloSesame on September 11, 2008, 12:03:59 pm
Could you try Battle Garegga (battlega) and see if the problem is happening with the new release? I've been spot-checking my install and am still freezing when viewing the CP with at least this one. It seems to work fine from CPWizard preview mode, but in MaLa it freezes...

Does it work outside MaLa? I tried "bgaregga" and didn't have any problems.

That's the rub... it works fine outside of MaLa. I tested CPWiz from MaLa on a favorites list of about 250 ROMS and this was the only one that froze -- I'm not going to worry about a one-title error, it's just a (frustrating) curiosity now.
Title: Re: CPWizard v1.87 Released
Post by: doctorhifi on September 12, 2008, 02:22:43 pm
Quote from: doctorhifi on September 08, 2008, 04:34:43 PM
Issue first:  The first time I pause a game the CPWizard menu comes up like its supposed to but it only occupies a window that is roughly half the screen width and height and is displayed in the left upper corner of the TV screen.  If I unpause, then pause again the image comes up full screen.  Any thoughts?


I've heard a few people have this problem and never been able to replicate it. Try setting the "Show Delay" in the options and see if that helps. Not sure if anyone has had success using that or not but I've not been able to fully test it. I added a "Verbose Logging" option to help me track down issues like this but it hasn't seemed to help me much. If I can somehow get some solid info on what is going wrong then I might have a chance on fixing it. If your changing resolution in Mame that might be causing it, but I don't understand why it happens one time and then works after that. Bugs like this I would love to fix but just haven't been able to locate what is going wrong.

Follow up:  If the mame.cfg file is set to display res at 1024x768@60 instead of AUTO, CPWizard seems to work everytime and fill the entire screen.
If you set mame to switch res to 800x600 (for light gun game usage) this is where the problem occurs as described above. 
Hope that gives you something to work with.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on September 13, 2008, 12:24:18 am
Headkaze, I'm making somewhat significant changes to my all my layout files (I'm incorporating my actual cp overlay image as the background, and thus some of the cpw objects need to move around a bit). I want to make sure that certain objects are in exactly the same spot across all layout files, which is really hard to do currently. Would it be much trouble to ask you to show the currently selected object's x, y, width, and height in the status bar or something? That would make updating my layout files MUCH MUCH easier.

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.

Any thoughts on this? I'd like to get this working if possible.
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 17, 2008, 08:10:19 pm
Thanks for adding the x, y, width, height to the status bar in 1.89. It was very helpful to me!

I noticed that remembering the export settings isn't completely done though: it doesn't remember that I'm exporting bezels (as opposed to images), and when I switch it to bezel it loses the saved resolution and draw background settings.

Have you given any thoughts to the "multiple screens" issue that I reported a while ago? I've run into it with cyberball and super punchout, and I think one other game. I'm sure there are others as well. CPW bezels really cause problems for games which use non-default video settings...

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).

Thinking more about this, couldn't CPW detect what the video choice is for a given game (reading the game's cfg file or whatever saves that choice)? If so, CPW could probably handle non-default video settings automatically, couldn't it?
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 17, 2008, 10:28:41 pm
Another question: With a digital joystick, how do I alpha enable/disable the joystick image? It basically should disable if none of the 4 keycodes are active. I can't just pick one of the keycodes, because for 2 way games it will either work for 2 way vert or 2 way horiz, but not both. Is there a way to link the joystick object to all 4 keycodes?
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 20, 2008, 01:24:30 pm
While I'm awaiting a reply to my prior 2 posts, I'll add a couple little requests. ;D

Any chance of being able to apply different alpha fade levels to different objects? I'm not able to get an "ideal" alpha fade level for everything because it's very dependent on the contrasts of the objects and the background. I could certainly live without this, but it would be cool if the object properties dlg had an option to override the global alpha fade level.

And I found need for more flexibility in the layout rules. There is no way to properly handle the "Vs." games, like "Vs. Super Mario Bros". The problem is while it has alternating play, each player has their own joystick. So there is currently no way to pick a layout that reflects the need for 2 joysticks instead of 1 here (I have swappable panels). It would be cool if there was a way to match on game name, or in the case of the "Vs." games the "source file" would probably be even more ideal, in order to get all of those games in one shot (vsnes.c). This would also be helpful for super punch out (spnchout) in my case, because it has 4 buttons, and my single joystick panel only has 3 buttons, so I'd like to override this special case to use my 2 joystick panel, but I currently have no way to do that.

Finally, Simpsons Bowling (simpbowl) is treated as a clone with the export feature, which is incorrect. It must be happening because of either the RomOf or Parent values are not empty.
Title: Re: CPWizard v1.87 Released
Post by: headkaze on September 20, 2008, 07:39:10 pm
Last night I did a big update to CPWizard, so I'll go through some of the changes. Unfortunately I haven't touched on the bezel stuff as I don't even know how to deal with dual screen games and bezels.

The good news is I spent alot of time working on improving the resident mode of CPW and hopefully fixed some of those display problems people have been having. So CPW should now work with Mame's switchres option and dual monitor games like Super Punchout.

It was suprisingly difficult to get Mame to maximise when it was in dual screen mode but I did find a solution in the end. TheShanMan can you test that CPW works on your setup now in resident mode?

As for those issues you've been having with some games, I think you will like the extra features I've added to "Layout Overrides" for Mame.

You can now save layouts in the Layout\Mame folder using ROM name, RomOf, CloneOf, Source File or Parent. So just say you want a layout for all your neogeo games, just save neogeo.xml layout to Layout\Mame. If you want one for all those Vs. games, save it as vsnes.c.xml to Layout\Mame. I think that should solve much of your problems with certain games, and of course you can do single layouts for games as well. So if worse comes to worse you can use Custom Text with your labels and have it display whatever you want for a game or a group of games.

Haven't had a chance to look into your other requests, maybe something for the future, but for now I'd like to get feedback on this release. Any bugs or problems please turn on Verbose Logging and then post the CPWizard.log file here.
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 20, 2008, 08:17:20 pm
Last night I did a big update to CPWizard, so I'll go through some of the changes. Unfortunately I haven't touched on the bezel stuff as I don't even know how to deal with dual screen games and bezels.

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.

It was suprisingly difficult to get Mame to maximise when it was in dual screen mode but I did find a solution in the end. TheShanMan can you test that CPW works on your setup now in resident mode?

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.

You can now save layouts in the Layout\Mame folder using ROM name, RomOf, CloneOf, Source File or Parent. So just say you want a layout for all your neogeo games, just save neogeo.xml layout to Layout\Mame. If you want one for all those Vs. games, save it as vsnes.c.xml to Layout\Mame. I think that should solve much of your problems with certain games, and of course you can do single layouts for games as well. So if worse comes to worse you can use Custom Text with your labels and have it display whatever you want for a game or a group of games.

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.

Haven't had a chance to look into your other requests, maybe something for the future, but for now I'd like to get feedback on this release. Any bugs or problems please turn on Verbose Logging and then post the CPWizard.log file here.

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

Thanks a lot headkaze! Awesome work as always, and I can't tell you how much I appreciate CPW! It just occurred to me that I've never donated :-[, so I definitely need to do that very soon.
Title: Re: CPWizard v1.87 Released
Post by: headkaze on September 21, 2008, 09:45:01 am
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.

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.

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.

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.

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.

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.

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

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.
Title: Re: CPWizard v1.87 Released
Post by: TheShanMan on September 21, 2008, 02:01:42 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.

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.

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.

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.

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.

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.

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

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.

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.
Title: Re: CPWizard v1.80 Released
Post by: TheShanMan on September 28, 2008, 01:57:09 am
- 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. :)

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?
Title: Re: CPWizard: whats the simplest way of displaying the control panel?
Post by: 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)?

Title: Re: CPWizard: whats the simplest way of displaying the control panel?
Post by: headkaze on September 30, 2008, 06:10:21 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)?

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.
Title: Re: CPWizard v1.90 Released
Post by: Jm1010 on September 30, 2008, 08:52:50 pm
Thanks HeadKaze. You really build an amazing application. I appreciate the hints!
Title: Re: CPWizard v1.90 Released
Post by: headkaze on October 01, 2008, 01:02:20 am
Version 1.91 Released

- Placed input codes into their own files (in Data\InputCodes). Fixed broken Dynamic Data Loading

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.

No I misunderstood you, you can't do this at the moment. I did start changing Label Links to be on the label side thinking it would solve this, but then I realised there is no unique name for images, so it didn't work. I wasted a few hours doing that then decided to change it back. I think it would overcomplicate the program to implement it.

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. :)

I've hopefully fixed the problem with the input codes, and now I've put all of the codes into text files in Data\InputCodes so if any more need changing let me know and I'll change them.

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?

Another user asked me to hide the second player controls for alternating games, and I did mention that there were some games that used both controls for alternating games. I don't think there is a way to know if the alternating games use both controls in the data from ListInfo.xml or Controls.dat. So for these games you will probably have to create custom layouts. Or perhaps I should have left it to show both controls for alternating games?
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on October 01, 2008, 09:08:18 am
Thanks hk! Sounds like a job controls.xml should be handling! ;)
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on October 01, 2008, 09:23:46 am
I made an "Atari volcano LED button" image for use in my CPW layouts because that's what I have on my control panel. Thought I'd share it in case anyone wants to use it. I tried to give it a feel similar to CPW's T1LEDRed.png image. I didn't make it very dark like my volcano buttons because it didn't work well on my dark layout background. One is with a white outline (which is like T1LEDRed) though it's hard to see the outline below, and one is without (I'm using the one without).

I can make modifications to it pretty easily, so if you think it doesn't look quite right, feel free to suggest a modification. I'm no artist, but I think it turned out pretty well!

I'm posting T1LEDRed.png too just for comparison.

Headkaze, if you want to include the image with CPW's install, you have my full permission to do so. If not, that's ok too. :)
Title: Re: CPWizard v1.91 Released
Post by: headkaze on October 02, 2008, 01:22:00 am
Thanks TheShanMan I'll add it to the next release and put a credit in the readme.txt

 :cheers:
Title: Re: CPWizard v1.91 Released
Post by: Marak on October 03, 2008, 10:53:42 pm
Here are some more you can use if you want to.

These are the Sanwa  JLW Joysticks with the colored bubble tops.

Title: Re: CPWizard v1.91 Released
Post by: headkaze on October 14, 2008, 09:44:58 am
Thanks Marak I will be including them in the next release :)

TheShanMan: I think I figured out why Mame was no unpausing using CPWizard. I know it's a bit late now that your using the bezels but I bet it will work now. First thing I just realised is the bezel patch has been broken the last few releases I missed out the part which will actually unpause Mame. Also I realised you need the "Send Pause Key" option set under Edit->Options->Mame as well. So there are two reasons there which probably explain why it wasn't working for you.

I've uploaded a new bezel_0127.zip (http://members.iinet.net.au/~freeaxs/cpwizard/bezel_0127.zip) if you interested.
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on October 14, 2008, 12:16:23 pm
I will try it! There are definitely advantages and disadvantages with bezels and with live CPW overlays, so I'm looking forward to trying it live again.
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on October 26, 2008, 03:14:58 am
Well I gave it a try tonight and it works great!!! :cheers: I think I may switch back to the "live" cpw for now and see if I want to stick with it, after being used to bezels for a while. 2 minor visual problems I noticed though: I see the mouse cursor when the cp is up even though I have the option to hide it checked. And sometimes I see the minimized mame window on top of the cp. Since I don't have explorer.exe running there is no taskbar to minimize to, so you get a small rectangle at the bottom when minimized. Sometimes it is on top of the cp, and sometimes it's not.
Title: Re: CPWizard v1.91 Released
Post by: headkaze on October 27, 2008, 04:57:33 pm
TheShanMan: That's great news! I'm really happy it's finally working for you. There are problems with Windows being on top especially with no taskbar as you've discovered they minimize into a small Window. I spent *alot* of time working on dealing with Mame when it has two windows open and had to some some special stuff to get that working. At the same time I figured out ways of dealing with Mame minimizing and maximizing better, so in the end it's a much more solid program. I will probably have to do another big debugging session like that to deal with all these other issues with windows minimizing without the taskbar present and such.
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on October 31, 2008, 11:09:59 pm
Headkaze, for the most part I'm enjoying having CPW run live instead of using bezels, but there's one thing that's kind of annoying.

I have it set up to go straight to the CP on pause, and I have the "Send Pause Key" option checked. As far as I can tell there is NO way to have mame paused without having CPW up. Occasionally I want to pause a game and see what is behind my CP layout. It would be cool if I could configure a different key to dismiss CPW without unpausing, or have another means to accomplish it, such as exiting to the menu, and then from the menu exiting to a still-paused mame.

Any thoughts on how this could be accomplished, assuming you're willing to make such a change? Bezels aren't much better, but at least you can go into the TAB menu and hide the bezel.
Title: Re: CPWizard v1.91 Released
Post by: headkaze on November 02, 2008, 12:30:33 am
TheShanMan: I'll have to get used to your new avatar now :)

The thing is CPW is designed to show when Mame is paused using Mame's output system. It's a reliable way to detect that. If you want to keep pause you would have to turn off the "Use Mame Output" and "Send Pause Key" then CPW detects Mame by searching for it's Window. It will just minimize Mame and show the CP using the "Show Key" set in the input options.
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on November 02, 2008, 02:01:25 am
Yeah, I like the current behavior but wish there was a way to get CPW to go away without unpausing at times. I normally want it to show when paused and hide when unpaused. But if I could hit some other key, go through some menu, or something to get CPW to exit back to mame without unpausing. I know it can't be done now. I'm more asking if it's something you'd think about adding support for in some fashion - whatever makes the most sense to you. Or are you saying you don't think it's a good idea to try to implement what I'm hoping for?

Yeah, I'm on a cyberball high this week. Just picked it up tonight. I'm quite thrilled! ;D
Title: Re: CPWizard v1.91 Released
Post by: headkaze on November 02, 2008, 02:39:14 am
I get what your saying now, so you want to be able to exit CPW without pausing sometimes. Not sure what you mean when you say "Occasionally I want to pause a game and see what is behind my CP layout".

Off the top of my head I can't think of a nice way to add support for it in CPW. It's a pretty odd request really. I can actually think of a really easy way to add support for it in the Mame patch though.

In src/osd/windows/output.c

Code: [Select]
static LRESULT CALLBACK output_window_proc(HWND wnd, UINT message, WPARAM wparam, LPARAM lparam)
{
if (message == im_mame_pause && !(GetAsyncKeyState(VK_ESC) & 0x8000))
mame_pause(Machine, lparam);

That will mean if you exit CPW and have the escape key held down then Mame won't unpause. You could of course make it any key or key combination by specifying the appropriate virtual keycode(s).
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on November 02, 2008, 12:03:48 pm
I don't think it's that odd but maybe my choice of options isn't the most common. :dunno What I meant by that is sometimes I want to see the paused game (because I need to know what I'm in store for when I unpause), but the CP image obscures quite a bit of the game image. If you don't think there's a reasonable way to add that into CPW I understand.

Your source code change might be a reasonable workaround for me, though IIRC isn't there a bit of a delay between exiting CPW and the time that mame gets unpaused? I wonder if a quick push of ESC would work, or if by the time the message is sent and mame processes it, the key is no longer pressed.
Title: Re: CPWizard v1.91 Released
Post by: headkaze on November 02, 2008, 06:08:26 pm
Why not just turn off "Send Pause Key" then you can press the 'p' key when you're ready for the game to unpause? I know it sounds silly to do that since you were so adamant about CPW being able to unpause Mame automatically. But if you only want it to unpause sometimes it really does seem like the best option to me.

Holding down a key while exiting CPW is another option. If you go that way then CPW will minimize Mame first then send the unpause message. As long as your holding down ESC at the time the message is recieved by Mame then that should work fine. I haven't tested it yet but it's only a minor change to the source so shouldn't take much time to test it out.

Is that good enough for your needs?
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on November 02, 2008, 06:35:51 pm
I guess I'll have to live with it then. I may try the source change, or since it looks like I'd have to be mindful about holding the key down long enough, I may just go back to bezels.

My goal is to keep things super simple for people that won't know the tricks of how I've set things up, while providing power to those who do (namely me). So that's why it's important for pause and unpause to be a one button operation. Returning to mame without unpausing can be convoluted as far as I'm concerned because it's not often that I care about doing that. But there are those times when I can't see what I need to see in order to be ready for action.

It would be cool if there was separate "exit and unpause" and "exit only" key settings, but if you aren't in favor of something like that I understand.
Title: Re: CPWizard v1.91 Released
Post by: headkaze on November 21, 2008, 07:06:53 pm
[public announcement]

All NoLogic artwork was replaced months ago from the CPWizard distribution apart from the "keyboard" graphics that was my own work "touched up" by NoLogic. Today I have uploaded a new version of CPWizard with these keyboard graphics replaced with my originals. CPWizard contains absolutely no graphics by NoLogic whatsover.

[/public announcement]
Title: Re: CPWizard v1.91 Released
Post by: TheShanMan on November 22, 2008, 06:06:37 pm
Don't tell me he's still bugging you? Well, hopefully that brings his interaction with you to a close!
Title: Re: CPWizard v1.91 Released
Post by: sWampy on December 21, 2008, 09:56:58 am
My control panel has 3 player one buttons one and two, one for the main 8 way controller, a 2nd set for  a dedicated 4 way, and a 3rd set by a spinner.   I can't seem to figure out how to get cpwizard to do this.   Nothing I do seems to work the way I thought it should.   I end up with all these blue lines pointing to multiple buttons, and the last one added is the only one that works.   I
Title: Re: CPWizard v1.91 Released
Post by: Dazz on December 21, 2008, 08:42:14 pm
Hey HK,

I just updated my set to .128u6 this evening and was hoping to do a new compile.  Would you happen to have a bezel file for .128u6?  The latest one that I see on your site is for .127.
Title: Re: CPWizard v1.91 Released
Post by: headkaze on December 22, 2008, 08:02:36 am
Hey HK,

I just updated my set to .128u6 this evening and was hoping to do a new compile.  Would you happen to have a bezel file for .128u6?  The latest one that I see on your site is for .127.

The diff patch is pretty minimal so it should work for a few versions (diff files only fail to apply if the source has changed substancially). I haven't tried it with .128u6 but it should work. If you have any problems let me know and I'll update it  ;)
Title: Re: CPWizard v1.91 Released
Post by: sWampy on December 22, 2008, 12:08:37 pm
How do I assign multiple buttons to the same key code, and have them all show up as active?   I have 3 player one input one and 3 player one input 2 buttons, I want all the player one buttons enabled for a game that uses player one button one.   I want people to know they have a choice of using the buttons by the 8 way stick, the buttons on the left of the 4 way stick, or the buttons on the right side of the 4 way stick.
Title: Re: CPWizard v1.91 Released
Post by: headkaze on December 22, 2008, 04:26:03 pm
How do I assign multiple buttons to the same key code, and have them all show up as active?   I have 3 player one input one and 3 player one input 2 buttons, I want all the player one buttons enabled for a game that uses player one button one.   I want people to know they have a choice of using the buttons by the 8 way stick, the buttons on the left of the 4 way stick, or the buttons on the right side of the 4 way stick.

You could try using multiple labels with the same key code and link them to different buttons but you probably don't want to use Label Arrows because they could get messy. But it should be possible I guess  :dunno
Title: Re: CPWizard v1.91 Released
Post by: sWampy on December 22, 2008, 09:31:18 pm
I put the same label on 3 buttons, I get this.   Surely I'm not the only one with multiple buttons assigned to the same key code, what am I missing.

(http://lh3.ggpht.com/_GxSAe6agPJo/SVBKmXwFxeI/AAAAAAAAk_Y/GETzJQHhds0/s800/3countb.png)
Title: Re: CPWizard v1.91 Released
Post by: headkaze on December 22, 2008, 10:44:40 pm
I put the same label on 3 buttons, I get this.   Surely I'm not the only one with multiple buttons assigned to the same key code, what am I missing.

I would turn off "Label Arrows" in the Display Options and create separate labels for each button. Hopefully that should work for you.
Title: Re: CPWizard v1.91 Released
Post by: sWampy on December 23, 2008, 12:15:27 am
Ok, turning off the arrows is better, but it still only highlights one set of player 1 buttons.   It labels all 3, but only one is lit, and it's not always the 1st two.   If I  can I find 4 keys that I don't use can I set mame to use those as alternate inputs for p1b1 and p1b2 and set the labels to these fake keys, will cpwizard highlight them?
Title: Re: CPWizard v1.91 Released
Post by: Charles4400 on December 29, 2008, 02:14:18 pm
Is there an updated long hand version of command.dat which is compatible with CPWizard?

I downloaded the Longhand from: http://br.geocities.com/mameultilities/
which is supposed to be more updated than Procyon Lotor's homepage but it doesnt work with CP Wizard...the moves and names of charcaters simply don't show up...am I missing something or is it just not compatible? (I simply replaced that command dat with the existing one from CPWizard)

I ended up downloading the longhand command.dat from Procyon Lotor's homepage, it works fine,  but it says it hasn't been updated since Wednesday, May 25, 2005....

Any suggestions?

Thanks!

Title: Re: CPWizard v2.0 Released
Post by: headkaze on December 31, 2008, 12:12:27 pm
CPWizard v2.0 Released

- Supports Command.Dat Longhand format, scroll text by holding joy down, page skips fullscreen, added color coded text for command.dat, new Mame look

Charles4400: CPWizard now includes the longhand command.dat file from that link you posted ;)

Happy New Year :)
Title: Re: CPWizard v2.0 Released
Post by: Charles4400 on December 31, 2008, 12:57:53 pm
WOW I mean just WOW  :o ;D :o

Thanks Headkaze! Your stuff is nothing short of AWESOME!

Happy New Years to You & Everyone else here!!!!

Thanks Again!
Title: Re: CPWizard v2.0 Released
Post by: headkaze on December 31, 2008, 02:33:23 pm
You might want to grab Version 2.01 as I've just made it easier to scroll through the text screens ;)
Title: Re: CPWizard v2.0 Released
Post by: Dazz on December 31, 2008, 04:43:57 pm
Hey HK,

I am finally getting around to getting CPWiz set back up on my cabinet...  I used it for a while before and absolutely loved it, but even back then I ran into the same issue I am having now when trying to design the layout.

I was wondering if you thought about creating a zone layout design...  I don't know how to explain what I would like to do, but I'll try my best below.. Just hear me out. 

If I take my monster controller and break it down into zones; I have 5 distinct zones (minus 4 player start buttons and 2 hidden admin buttons Pause and Exit). 

(http://dazz.genmaygamers.com/images/cpl_complete1.gif)

Zone 1:  2 buttons (shared with player 1 button 1 and 2) - 4 way joystick - 2 buttons (shared with player 1 button 1 and 2) - Spinner - 2 buttons (shared with player 1 button 1 and 2)
Zone 2:  Player 1 & 2 sections with 7 buttons each - Street Fighter/Neo Geo hybrid layout
Zone 3:  Trackball with 2 designated buttons (mouse buttons)
Zone 4:  Players 3 & 4 with 4 buttons each in a 2x2 layout
Zone 5:  2 x Pinball flippers, 2 x Tilt buttons, Center Tilt and Pinball Plunger.

I guess these are like your Groups that you have setup already, but allow a person to create different layouts based on only controls/buttons within that group and have only those sections display depending on the game selected instead of the whole complete layout.

For example, when a game that is selected is a 4 way game I would like CPWiz to display ONLY the image that contains the controls/buttons designated for Group/Zone 1 without being able to see any of the other controls. 

The reason why I ask this is because I have spent the last couple hours trying to create a large layout to go with my control panel below.  No matter how I do it everything just looks cluttered in CPWiz with all of the groups/labels and images.

How would you suggest that I create a layout for the above image?  The classic buttons along side of the 4-way and spinner are all shared with player 1 button 1 and player 1 button 2. 

I think breaking it down into user designed zones might make it look cleaner on screen and MUCH easier to create the layout with.
Title: Re: CPWizard v2.0 Released
Post by: TheShanMan on December 31, 2008, 06:17:50 pm
Looking forward to trying this out, hk! :applaud: I know I've asked in the past for better scrolling, so I appreciate it. My cab is no longer on my network since I've created an "arcade" in my dining room where there's no network drop, so unfortunately it might have to wait for a little while.
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 01, 2009, 05:25:51 am
Version 2.02 Released

- Added HiToText Support (Thanks to Fyrecrypts, NOP & HiToText Team)

Dazz: I started off this attached layout for another member on this forum. It has smaller buttons so you can fit the whole CP in. The only problem is getting the labels lined up. I was looking at adding rotated text but I realised it would be more difficult than I first thought to do that. Let me know how you go anyway.
Title: Re: CPWizard v2.0 Released
Post by: Charles4400 on January 01, 2009, 12:11:22 pm
I noticed that the new longhand command .dat (the one from http://br.geocities.com/mameultilities/ and now included with CPWiz) though updated, has many non fighting games removed from it (like the 1941, 1944, 19xx etc...) as compared to the Procyon Lotor's version. I havent checked all between the 2 but these were the first I noticed.

Is there a way to merge the 2 together to get both fighting and non fighting games together? I tried to simply copy and paste certain sections from Procyon into the http://br.geocities.com/mameultilities version but it wont show when running....



Thanks HK!!
Title: Re: CPWizard v2.0 Released
Post by: Charles4400 on January 01, 2009, 12:19:41 pm
Dazz: I started off this attached layout for another member on this forum. It has smaller buttons so you can fit the whole CP in. The only problem is getting the labels lined up. I was looking at adding rotated text but I realised it would be more difficult than I first thought to do that. Let me know how you go anyway.

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=74091.0;attach=115257;image)

I have a 4 player layout as well and was wondering if there was a way to hide certain  control keys which are shared by multiple player controls...

For exampe by mame default Player 2 buttons 5 & 6 and Player 3 Joystick Up and Down both use 'I' & 'K'. This never conflicts when playing the games but when bringing up the control panel layout in a fighting game in CPWiz the ; Player 3 joystick 'Up' & 'Down' gets a label of two of the 'Punches' or 'Kicks' used by player 2.

This would also be the case of having a button and trigger flight stick getting shared labels with shared buttons as well....

Is there anyway around this?
Title: Re: CPWizard v2.0 Released
Post by: Dazz on January 01, 2009, 03:28:48 pm
Version 2.02 Released

- Added HiToText Support (Thanks to Fyrecrypts, NOP & HiToText Team)

Dazz: I started off this attached layout for another member on this forum. It has smaller buttons so you can fit the whole CP in. The only problem is getting the labels lined up. I was looking at adding rotated text but I realised it would be more difficult than I first thought to do that. Let me know how you go anyway.

Thanks HK!  This has helped me out a lot and gave me a good start to what I want to accomplish.  So far I am getting everything setup and it looks nice.

Is there a way to have multiples of the same labels with some being linked to images and others not?  I was hoping that this is how groups work, but I guess not...   I guess I could just not link some buttons, but another grouping I do need to link because I am using small buttons.

The image below shows how I have my buttons linked with each other....  1's are all Player 1 button 1, 2's are all Player 1 button 2.  If I create a Label and link the buttons to the label it I get the arrows as expected.  For the upper buttons (group 5) I would like the assignment to appear close to those buttons, so they will need to be linked to their respective button, but I don't want them attached to the other group (Group 1) labels that will have the same assignment. 

I was hoping that you could assign buttons and images to groups and only those labels attached to that group would link up.  I guess my real question here is...  How exactly do Label Groups work? 

Is what I am trying to do even possible?  Or how would you suggest about doing this?

Thanks for the excellent application and putting up with my stupidity when trying to set this up!

Title: Re: CPWizard v2.0 Released
Post by: Gatsu on January 01, 2009, 07:14:42 pm
I guess Im a complete retard that doesn't know enough about how Mame works.....which is sad.

But I've gotta ask. What is this program for exactly? Setting up your control panel controls for all your mame roms without having to do it with each game seperately?

Title: Re: CPWizard v2.0 Released
Post by: Dazz on January 01, 2009, 10:24:27 pm
I guess Im a complete retard that doesn't know enough about how Mame works.....which is sad.

But I've gotta ask. What is this program for exactly? Setting up your control panel controls for all your mame roms without having to do it with each game seperately?


No, this program comes to life once you select a game from your front end or once you are already in mame/emualtor.  This program shows what buttons to use to play the selected game with, it also shows images of the cabinet, move lists, history about the game and several other things. 
Title: Re: CPWizard v2.0 Released
Post by: Gatsu on January 02, 2009, 01:56:53 am
ah okie dokie. thanks for the explanation.
Title: Re: CPWizard v2.0 Released
Post by: loadman on January 02, 2009, 04:12:08 am
ah okie dokie. thanks for the explanation.

And it's author is a super kewl dude  :jerry
Title: Re: CPWizard v2.0 Released
Post by: sWampy on January 03, 2009, 02:02:08 am
Version 2.02 Released

- Added HiToText Support (Thanks to Fyrecrypts, NOP & HiToText Team)

Dazz: I started off this attached layout for another member on this forum. It has smaller buttons so you can fit the whole CP in. The only problem is getting the labels lined up. I was looking at adding rotated text but I realised it would be more difficult than I first thought to do that. Let me know how you go anyway.

Thanks HK!  This has helped me out a lot and gave me a good start to what I want to accomplish.  So far I am getting everything setup and it looks nice.

Is there a way to have multiples of the same labels with some being linked to images and others not?  I was hoping that this is how groups work, but I guess not...   I guess I could just not link some buttons, but another grouping I do need to link because I am using small buttons.

The image below shows how I have my buttons linked with each other....  1's are all Player 1 button 1, 2's are all Player 1 button 2.  If I create a Label and link the buttons to the label it I get the arrows as expected.  For the upper buttons (group 5) I would like the assignment to appear close to those buttons, so they will need to be linked to their respective button, but I don't want them attached to the other group (Group 1) labels that will have the same assignment. 

I was hoping that you could assign buttons and images to groups and only those labels attached to that group would link up.  I guess my real question here is...  How exactly do Label Groups work? 

Is what I am trying to do even possible?  Or how would you suggest about doing this?

Thanks for the excellent application and putting up with my stupidity when trying to set this up!



I have this exact problem, can't figure out how to deal with duplicate buttons one and two on my 8-way/4-2way/spinner/trackball.
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 03, 2009, 07:07:51 am
Okay guys v2.04 is released with support for multiple Label Links using the same input code. Please let me know if it works okay  :cheers:
Title: Re: CPWizard v2.0 Released
Post by: Dazz on January 03, 2009, 12:31:35 pm
Okay guys v2.04 is released with support for multiple Label Links using the same input code. Please let me know if it works okay  :cheers:
Seriously?  Downloading right now!  You're awesome HK!

Seems to work well.  Thank you.

One more small issue... Can TAB not be a mapped input?  I'm trying to map the Show key to TAB, but it only moves between the selection boxes instead of accepting the TAB for the binding.

Ok, more thing... what type of input would I use for a Spinner?  I tried JOYSTICK_1_XAXIS_RIGHT_SWITCH, but it is alpha out when I select a spinner type game.
Title: Re: CPWizard v2.0 Released
Post by: Popcorrin on January 03, 2009, 03:48:14 pm
I have been playing around with cpwizard and I like that you can display the proper colored buttons.  I was wondering if this might be expanded to joysticks and trackballs since that information is in colors.ini?
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 03, 2009, 10:34:14 pm
Dazz: I've fixed that TAB issue for next release although for now you can open CPWizard.ini and place it in there using Notepad

Code: [Select]
[Input]
ShowKey=KEYCODE_TAB

Popcorrin: I will consider your request, thanks for the feedback
Title: Re: CPWizard v2.0 Released
Post by: Charles4400 on January 04, 2009, 11:07:08 am
Is controls.xml (and MinInfo.xml) the only file which CPWizard reads for the control panel layout as far as which text and to buttons layout gets sent to the CPWiz labels?

I'm tryin to edit some controls for certain games and some are trickier than others such as AmoredAttack (armora).

I'm currently trying to edit just the controls.xml and then getting CPqizard to rewrite the MinInfo.xml by going into 'Mame Paths' and reselecting the mame.exe path and clicking ok to 'refresh' it that way in order to  reflect changes made to controls.xml....

Are there other files I should be looking at to change the text & button layout for each game which CPWizard reads?

Thanks!
Title: Re: CPWizard v2.0 Released
Post by: Popcorrin on January 05, 2009, 11:50:13 pm
I must say after playing around with cpwizard that it is one very impressive program.  I have it working perfectly with mame.  I'm not sure which way I like it better, exporting bezels or using cpwizard to dynamically create the cp's.  Both ways work very well.


   I had a question. 
I use mess for a few systems.  Is it possible to take advantage of the bezel.diff and the output system with mess the same as with mame?
   
Title: Re: CPWizard v2.0 Released
Post by: Popcorrin on January 06, 2009, 12:11:17 pm
I got to thinking, for the systems on mess you will realistically only need to set up a single layout for each system that shows what buttons on your cp correspond to what buttons on the controller for each system respectively.  I created one for the snes by switching a few things around in the n64 layout that comes with the standard download. 
It would be quite an undertaking to create a controls.ini file for all the individual games under each system.

I created a layout for snes and placed it in the artwork folder.  I was able to display it by going into the mess menu and selecting show cp but I couldn't get the bezel.diff to work with mess so that it showed the cp when I press pause.

I do wish there was a way though to take advantage of the database files and display game info on a per game basis.

Also, is there an easy way to save a png of a layout.  I ended creating a png of my snes layout by setting the export function of mame to use my snes layout.  I ran it for just a second and then renamed the output for one of the roms to snes.  I disabled the showminiinfo so there wasn't any game info on the png.
Title: Re: CPWizard v2.0 Released
Post by: Popcorrin on January 06, 2009, 12:30:58 pm
Good news,  I started with a clean source and gave the bezel.diff another shot and it is now working perfectly with mess. 

Now to disable loading screens and warnings.  :)     The mame hiscore.diff causes the mess compile to error out.
Title: Re: CPWizard v2.0 Released
Post by: Charles4400 on January 06, 2009, 01:15:51 pm
Hey HK! As a follow up on an earlier post, how is the below possible???:  :dunno

Here is the conrol layout generated for 'asteroid':
(http://i5.photobucket.com/albums/y152/Charles4400/asteroid.jpg)

But here is the CPWizard\data\controls.xml for 'asteroid':

   <game romname="asteroid" gamename="Asteroids (rev 2)" numPlayers="2" alternating="0" mirrored="1" usesService="0" tilt="0" cocktail="0">
      <miscDetails>
      </miscDetails>
      <player number="1" numButtons="5">
         <controls>
            <control name="Directional Buttons(2-way left/right)">
               <constant name="joy2way"/>
            </control>
         </controls>
      <labels>
            <label name="P1_BUTTON7" value="Rotate Left"/>
            <label name="P1_BUTTON1" value="Rotate Right"/>
            <label name="P1_BUTTON2" value="Thrust"/>
            <label name="P1_BUTTON3" value="Fire"/>
            <label name="P1_BUTTON6" value="Hyper Space"/>
         </labels>
      </player>
   </game>

Why does player 2 controls show up correctly but not player 1, even though controls are mirrored??

The keys are mapped correctly in CPwiz as many games show up correctly, but I am having problems with the games having 2 directional buttons.....are there other files besides controls.xml I need to edit?

Please help as this is driving me kinda nuts and I think I sprouted a few more gray hairs over this! :banghead:

Thanks!
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 07, 2009, 04:44:26 am
Editing controls.xml is just going to screw things up in the long run. If your using a ctrlr file make sure your mame.ini is in Mame's root folder. Make sure your labels match those you set in cfg\default.cfg and cfg\[rom].cfg. Sometimes deleting default.cfg or all the cfg's in the cfg folder improves the mapping in CPWizard. Only map the controls you need.

So basically you shouldn't be editing controls.xml at all. CPWizard maps controls for you. The most common reason labels double up is because Player 3 defaults double up the inputs. Press tab in Mame and select "input (general)" and set the P3 Up, P3 Down, P3 Left and P3 Right to none.

Title: Re: CPWizard v2.0 Released
Post by: Popcorrin on January 07, 2009, 09:19:06 am
Headkaze,
   Would support for animated gifs be a possibility?
Title: Re: CPWizard v2.0 Released
Post by: Charles4400 on January 07, 2009, 03:31:58 pm
Thanks HK I followed the advice you mentioned but am still not able to properly map the controls of games which use directional buttons instead of the joystick by just changing the 'cpntrols for this game' option within mame within the game....

I was able to finally do it however but by manipulating the controls.xml which you told me is not a good thing to do though , but that's the only way I was able to do it...

Do games like asteroid, asteroid deluxe, armor attack, etc... all work correctly on your end as far as the control panel layout and manipulating the controls from just within mame?

Title: Re: CPWizard v2.0 Released
Post by: flowbot on January 08, 2009, 02:04:59 pm
I can't seem to apply the bezel patch to 129 using the
Mame compiler without getting an error, saying 1 out of 3 hunks failed or something like that. I've tried applying the patch before the hiscore one and I've also tried it after and I get errors either way. Does the 127 bezel patch still work with 129?
Title: Re: CPWizard v2.0 Released
Post by: Dazz on January 08, 2009, 02:10:05 pm
I can't seem to apply the bezel patch to 129 using the
Mame compiler without getting an error, saying 1 out of 3 hunks failed or something like that. I've tried applying the patch before the hiscore one and I've also tried it after and I get errors either way. Does the 127 bezel patch still work with 129?
Yes, the 127 bezel patch will work with .129.  It will give a message stating that 1 out of 3 hunks failed, but it still works and I've not had a problem with it yet.
Title: Re: CPWizard v2.0 Released
Post by: flowbot on January 08, 2009, 05:25:32 pm
Awesome!  Thanks for the quick reply :-)
Title: Re: CPWizard v2.0 Released
Post by: jasonbar on January 08, 2009, 06:46:12 pm
Stupid control panel viewer n00b question   :-[


I was going to use Johnny5 for my cab, but CPWizard seems to have the most current development and awesome HeadKaze support, so I think I'm leaning towards CPWizard now...

I'm not sure if CPWizard does all that I want it to, though.  Here's what I'd like.  I can't tell fer sher from the CPWizard homepage, the wiki, or this thread if I can do all of these things.  [where's the "duh" smiley anyway???]


I'm using MaLa & 5 versions of MAME (ranging from .082 to .115u2, though 99% of the time, I'm using .115) & Daphne.  Because of HD storage limitations and to keep the flexibility of reassigning buttons later on, I'd like CPWizard to generate images on the fly instead of making a library of images that are pulled up when needed.


1 - When I launch a game from MaLa, I want CPWizard to pop up & stay up until a key is pressed.  Then the emulator will load.

2 - When CPWizard pops up, I want it to display its graphics over 1 of 3 images, depending on what game is selected: 1-photo of my default control panel, 2-photo of my panel with the 2nd trackball (X-Arcade) placed on it, 3-photo of my light guns).  99% of the time, image 1 will be used.

3 - I'd like CPWizard to show some indicator of rotating my joysticks from 4-way to 8-way as needed for a game, and perhaps also indicating that the rotary function of sticks are used when launching a rotary stick game.

4 - I'd like to be able to pause a game.  I'd also like to be able to bring up CPWizard in game play (either when paused or not) to be able to review the controls.  I don't necessarily always want to show the CPWizard screen when I pause.  So, I envision using good old "P" to pause, like normal, and then have a separate button to bring up CPWizard (I already have a button labeled "INFO" that's used in MaLa to bring up the info window).


All doable?

Thanks--sorry for the lameness of my inquiry:  :dizzy:
-Jason
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 09, 2009, 06:36:03 am
1 - Yes you can do that. Infact you can have a timer (which I recommend) but if you interact with CPWizard while it's waiting it will stop the count down and stay open until you exit. You will need to use the -show command line option and if you want a countdown use -timeout.

Eg.
Code: [Select]
CPWizard.exe -emu mame -game {ROM} -timeout 5000
or

Code: [Select]
CPWizard.exe -emu mame -game {ROM} -show
2 - Currently there is no way to show multiple layouts. Most people create a layout that will fit on the screen. If you want to show other layouts you can use "Layout Override" which you save layouts to the Layout\Mame folder and it will look for {ROM}.xml but you can also have layout overrides for parents Eg. neogeo.xml etc. You can also use "Layout Maps" which allow you to use layouts based on control type, number of players or alternating controls. Very handy to show a certain layout for all lightgun and mahjong games for instance.

3 - Again you can use layout overrides or layout maps along with "Custom Text" labels to show anything you want.

4 - You can use a different button to show CPWizard just turn off "Use Output System" in Mame Options and then set your "Show Key" in Input Options to whatever you like.

BTW There is a help file included with CPWizard but it's a bit old. You can access it by selecting Help->Help from the menu.
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 09, 2009, 06:39:14 am
Do games like asteroid, asteroid deluxe, armor attack, etc... all work correctly on your end as far as the control panel layout and manipulating the controls from just within mame?

The only problems at the moment are analog controls which only have one input code per axis. That makes it hard for me to map and I haven't got around to solving that yet.

But for everything else it should map fine. If you post your Mame's cfg\default.cfg, cfg\asteroid.cfg, ctrlr file (if using one), CPWizard.ini, your layout xml, and then I can take a look for you.
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 09, 2009, 06:41:15 am
Headkaze,
   Would support for animated gifs be a possibility?

Not for now, as I made a bad design decision in the begging of coding CPWizard to support DirectDraw overlays. This meant I had to redraw the entire screen every time the display updated which means it's slow. If I had of designed it not to support them (which I've removed now anyway) I could have had faster rendering by drawing only the graphics that need updating. Maybe one day I'll fix all that.
Title: Re: CPWizard v2.0 Released
Post by: TAG on January 12, 2009, 03:51:43 pm
Is CPWizard case sensitive when it comes to the rom names?  For example, if the commandline sends it "MSH" instead of "msh," will that affect whether CPWizard can pull anything up?  Thanks!
Title: Re: CPWizard v2.0 Released
Post by: urbecrisch on January 12, 2009, 04:04:24 pm
I recently installed Hyperspin v0.8.  Now when I turn on my cab (cpu), CPWiz opens a new window maximized and I cannot use the mouse to exit CP Wiz.  The previous version of Hyperspin did not cause this problem with CPWiz so when I would turn on my cab, CPWiz was running in the background so I'm wondering what can be done so I can use both programs.
Title: Re: CPWizard v2.0 Released
Post by: TAG on January 15, 2009, 05:48:11 pm
Is CPWizard case sensitive when it comes to the rom names?  For example, if the commandline sends it "MSH" instead of "msh," will that affect whether CPWizard can pull anything up?  Thanks!

Repeated testing seems to indicate that CPWizard is indeed case sensitive in that respect.  Any way to work around that, as my only other option is to regenerate my Mamewah lists (or change them all by hand...ugh)?  Thanks!

Oh, and the program works great for me otherwise!  Really a quality piece of work!!
Title: Re: CPWizard v2.0 Released
Post by: headkaze on January 16, 2009, 05:17:20 pm
urbecrisch: Have you reported this to BadBoyBill?

TAG: Thanks for the kind words. Yes I believe the ROM name is case sensitive. I believe I can fix that for next version.
Title: Re: CPWizard v2.0 Released
Post by: TAG on January 16, 2009, 06:09:51 pm
urbecrisch: Have you reported this to BadBoyBill?

TAG: Thanks for the kind words. Yes I believe the ROM name is case sensitive. I believe I can fix that for next version.

Oh, great!  I was dreading my other options, so I'll just hold out until the next release, then!  Great program + Responsive creator = Happy users!
Title: Re: CPWizard v2.0 Released
Post by: Dazz on January 16, 2009, 06:11:46 pm
urbecrisch: Have you reported this to BadBoyBill?

TAG: Thanks for the kind words. Yes I believe the ROM name is case sensitive. I believe I can fix that for next version.
HK, I have CPWiz working fine in HyperSpin without issue. I think the problem is that Urbecrisch's issue is because he is running a real old version of CPWiz.  I've advised that he setup the newest version and see if that works.
Title: Re: CPWizard v2.0 Released
Post by: urbecrisch on January 17, 2009, 09:22:31 am
i have yet to install an updated version of cpwiz but i'm sure the problem will be fixed once i do that. if the prob persists i will post in hs forum.

*EDIT*
New version fixed problem
Title: Re: CPWizard v2.0 Released
Post by: blind_dado on January 25, 2009, 11:55:57 pm
In Controls.xml, why is asteroids and asteroids deluxe listed with  <Constant Name="joy2way" />?  Shouldn't they be <Control Name="Just Buttons">, and the number of button as 5 instead of 3?  And left and right are identified with joystick left and right instead of buttons.

In CPWizard, it always shows left and right on the joysticks, even though I've remapped left and right to buttons in the gamename.cfg file, and that remapping works when playing the game.

Will it fix things if I edit this:
        <Label Name="P1_JOYSTICK_RIGHT" Value="ROTATE RIGHT" Color="White" />
        <Label Name="P1_JOYSTICK_LEFT" Value="ROTATE LEFT" Color="White" />

To this:
        <Label Name="P1_BUTTON4" Value="Rotate Left" Color="White" />
        <Label Name="P1_BUTTON5" Value="Rotate Right" Color="White" />

?
Title: Re: CPWizard v2.1 Released
Post by: headkaze on January 27, 2009, 10:20:18 am
Version 2.1 Released

- Analog inputs now supported. Mame ROM name now lower case. Added Show Retry. Improved Show/Hide

Really important update. I hope I've fixed the show problem for good now. There is a new "Show Retry" option which will attempt to show CPW a number of times if it fails but I don't think I needed to add that in the end. Please let me know if you are still having problems with CPW not showing.

Analog inputs are now supported. I had to do a few changes to implement this but it seems to work well. You have to use the digital input labels in CPW and it will map the analog codes to digital codes.

When the ROM named is passed via command line it now forces it to lower case.
Title: Re: CPWizard v2.1 Released
Post by: TAG on January 27, 2009, 11:26:26 am
Let me be the first to say "thanks" for the update!  Not only do you add things that will help most users (the analog input support), but you also take time to add things that might only be needed by one user (like the lowercase forcing).  You're a real asset to the community!!

I'm really looking forward to trying it out tonight!
Title: Re: CPWizard v2.1 Released
Post by: doctorhifi on January 27, 2009, 01:10:48 pm
This app is great.  Been using it since version 1.0

Dumb  request:   


When the CPW menu is up and you are selecting the various items to view using the joystick up/down,
would be nice if instead of it stopping at the end of the list it would just continue back to the top of the list.

Does that make sense and is it possible?
Title: Re: CPWizard v2.1 Released
Post by: headkaze on January 27, 2009, 03:10:48 pm
Verson 2.11 Released

- Added scrollbars to the text viewer, menus now loop around

;)
Title: Re: CPWizard v2.1 Released
Post by: doctorhifi on January 27, 2009, 04:02:59 pm
 :applaud: :notworthy:
Title: Re: CPWizard v2.1 Released
Post by: Popcorrin on January 27, 2009, 05:59:42 pm
Verson 2.11 Released

- Added scrollbars to the text viewer, menus now loop around

;)

HK,  doctorhifi asked for that feature at 1:10 p.m. EST and it took you until 3:10 p.m. EST to get it taken care of.   I think we would all agree that you could do a little better than that!
Title: Re: CPWizard v2.1 Released
Post by: headkaze on January 28, 2009, 01:35:27 am
HK,  doctorhifi asked for that feature at 1:10 p.m. EST and it took you until 3:10 p.m. EST to get it taken care of.   I think we would all agree that you could do a little better than that!

Must be getting slow in my old age  ;D
Title: Re: CPWizard v2.1 Released
Post by: TAG on January 28, 2009, 10:44:40 am
Headkaze, I tried out the new version last night and it took care of my issues perfectly.  Thanks again!
Title: Re: CPWizard v2.1 Released
Post by: redketchup on January 28, 2009, 07:02:38 pm
Hi I just try to set up cpwizard  to see the control panel just when I launch a game in mamewah. I use this command line in the pre emul command line :
C:\Program Files\CPWizard\CPWizard.exe -emu mame -game {roms} -show

and I get only my control panel with all the keycode in it, not the real button.

what i have done wrong...
thanks Gino
Title: Re: CPWizard v2.1 Released
Post by: headkaze on January 29, 2009, 12:13:46 am
Try something like this

Code: [Select]
### Execution Settings ###
pre_emulator_app_commandlines             
emulator_commandline                             C:\Program Files\CPWizard\CPWizard.exe -emu mame -game [name] -timeout 5000 {nodosbox} {safelaunch}
Title: Re: CPWizard v2.1 Released
Post by: headkaze on January 29, 2009, 06:53:29 am
Version 2.12 Released

- Bug fixes. Improved Show/Hide.

Again important update. I accidently left some debug code in the last release and a few things I have improved in the Show/Hide rountines.
Title: Re: CPWizard v2.12 Released
Post by: redketchup on January 29, 2009, 08:16:57 am
thank's work perfectly
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on January 31, 2009, 07:09:33 pm
I'm still having CPW pop up when I attempt to load or save a save state from within mame.
Was that glitch ever resolved and I just missed it?
Title: Re: CPWizard v2.12 Released
Post by: headkaze on January 31, 2009, 08:48:46 pm
I'm still having CPW pop up when I attempt to load or save a save state from within mame.
Was that glitch ever resolved and I just missed it?

The only way to solve this at the moment is to set the following option in mame.ini to auto save state.

Code: [Select]
autosave                  1
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on January 31, 2009, 10:10:12 pm
I'll give it a try.
thanks
Title: v2.13 only works one time per mame execution for me
Post by: doctorhifi on February 01, 2009, 12:55:57 am
I'm using v2.13 and for some reason CPW only works the first time I run mame. 

That first time it works as normal- pause brings up the CPW menu and I can select the various items.  But when I EXIT from the CPW menu for some reason CPW shuts down completely.
I've looked at the verbose log but I can't see anything obvious, not seeing any error reports.

Thoughts?
Title: Re: v2.13 only works one time per mame execution for me
Post by: headkaze on February 01, 2009, 05:01:54 am
I'm using v2.13 and for some reason CPW only works the first time I run mame. 

That first time it works as normal- pause brings up the CPW menu and I can select the various items.  But when I EXIT from the CPW menu for some reason CPW shuts down completely.
I've looked at the verbose log but I can't see anything obvious, not seeing any error reports.

Thoughts?


*blush* yeah a small bug that was introduced recently. Try and download again ;)
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on February 01, 2009, 11:15:03 am
That took care of it, thanks.

There is a HiToText error on certain games.  Try loading X-men (4 player) or The Simpsons using all the default settings and I think you'll see what I mean.
Windows brings up a dialogue box saying that HiToText has to close and after you turn off that box CPW menu comes up and works as normal.
So something is causing HiToText to close.
Title: Re: CPWizard v2.12 Released
Post by: headkaze on February 01, 2009, 11:28:19 am
That took care of it, thanks.

There is a HiToText error on certain games.  Try loading X-men (4 player) or The Simpsons using all the default settings and I think you'll see what I mean.
Windows brings up a dialogue box saying that HiToText has to close and after you turn off that box CPW menu comes up and works as normal.
So something is causing HiToText to close.

Can you please post a screenshot or paste the message here please? Also please post the CPWizard.log if there is an error message there.
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on February 01, 2009, 02:51:12 pm
Here ya go

This is trying to bring up cpw while playing the game x-men.  I also found this happens when I tried Simpsons, but those are the only more than 2-player games I tried.
If I try cpw while playing a 2-player only game like 1942 it works fine, no errors.  I haven't tried more 2-player games to see if they also work, but perhaps it has something to do with 3-4 player games?
Title: Re: CPWizard v2.12 Released
Post by: Fyrecrypts on February 01, 2009, 03:11:22 pm
Here ya go

This is trying to bring up cpw while playing the game x-men.  I also found this happens when I tried Simpsons, but those are the only more than 2-player games I tried.
If I try cpw while playing a 2-player only game like 1942 it works fine, no errors.  I haven't tried more 2-player games to see if they also work, but perhaps it has something to do with 3-4 player games?


Could you please zip up those two .hi files, I'm guessing xmen.hi, and simpsons.hi, and upload them? I think this is a problem with HiToText unable to read something correctly.
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on February 01, 2009, 03:52:35 pm
attached.
I found no .hi for Simpsons in my hi folder.
I randomly tested a bunch of other games in my favorites list, and the only two I got to glitch were Simpsons and Xmen.  Not exhaustive testing, but hope that helps.
Title: Re: CPWizard v2.12 Released
Post by: Fyrecrypts on February 01, 2009, 04:01:48 pm
attached.
I found no .hi for Simpsons in my hi folder.
I randomly tested a bunch of other games in my favorites list, and the only two I got to glitch were Simpsons and Xmen.  Not exhaustive testing, but hope that helps.

Looks like you're using an outdated hiscore.dat that HiToText does not work with. Pick up the latest version here: http://forum.arcadecontrols.com/index.php?topic=83614

This is even more reasoning for me to get version control into HiToText, so this can't happen.
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on February 01, 2009, 04:25:37 pm
oops, my bad.
I thought I saw a hiscore.dat in the CPW folder; I must have accidently pointed cpw to grab the hiscore.dat from another folder.
Title: Re: CPWizard v2.12 Released
Post by: Fyrecrypts on February 01, 2009, 04:55:50 pm
oops, my bad.
I thought I saw a hiscore.dat in the CPW folder; I must have accidently pointed cpw to grab the hiscore.dat from another folder.

I am still wondering about The Simpsons though, I can't remember if I made changes to the hiscore.dat for that or not. =/ So if you have any of these .hi files, I'd like to see them too if I could: "simpsons,simps4pa,simpsn2p,simps2pj,simps2pa"
Title: Re: CPWizard v2.12 Released
Post by: doctorhifi on February 01, 2009, 05:38:18 pm
I hate to admit it, but I'm not up on the ins & outs of the whole hiscore thing.
I don't understand the relationship between the hiscore.dat and the hi folder.

I didn't even know for sure where the default location was for the hiscore.dat file but the only place I found it was in the mame root file so I copied the latest version from the link HK posted and put it in the mame root folder.

However, that did not correct the CPW problem I reported so I'll assume I'm still doing something wrong.

Also, Fyrecrypts asked for the .hi files from any of the simpson games but there is no simpson game .hi file in any form in my hi folder.  So I'm curious why the Simpson game shows this error if it is related to a .hi file when one doesnt exist.
Thanks
Title: Re: CPWizard v2.12 Released
Post by: headkaze on February 08, 2009, 09:21:05 pm
Just thought I would reply to this PM so everyone can read it

I was just wondering if there was any progress that I may have missed on having CPwizard show the control panel on a separate display. I want to start a game and have it load the CP layout on a small tv next to my cab, without having to push a button to do so. Is this possible?

It is definately on the cards, I was thinking about it today actually. It's going to be in the next release. It might be a week or so before I get around to it though.

Another feature on the cards is multiple layouts per game, so you can move the joystick left or right to scroll through multiple layouts. This should cater for people with large CP's or like to have a screen for several parts of their CP (Eg. Trackball, Player 1, Player 2, Lightgun etc.)

So yeah got a few things lined up for next release. Stay tuned!
Title: Re: CPWizard v2.12 Released
Post by: Ginsu Victim on February 08, 2009, 09:56:39 pm
Thanks for the reply!
Title: Re: CPWizard v2.12 Released
Post by: urbecrisch on February 08, 2009, 10:15:14 pm
Headkaze, would you so be so very kind and write or link me to a quick tutorial on how to add a new layout and designate it for a specific EMU in CPW?  I had been only using Mame with CPW (and Hyperspin FE) but I just added Future Pinball on my cab and plan on adding a few more EMU's.  I'm not sure where to place the new finished layout so when I pause it will show me the layout for the EMU I'm currently using. 
Title: Re: CPWizard v2.12 Released
Post by: Charles4400 on February 10, 2009, 08:16:29 pm
This kind of goes along with urbecrisch question above...

Is it possible to use CPWiz on multiple versions of mame?

I am running mame 127 for most games but am also using Fastmame95 for the troublesome games limited by my PC (all this is also within Hyperspin).

I can't figure out though, how to get CPwiz to work on the Fastmame95 (mame.95) games...tried working with the profiles but can't get cp wiz to show at all on the the other version of mame ...(and don't know if I am doing the profiles corectly)

Thanks!
Title: Re: CPWizard v2.12 Released
Post by: TheShanMan on March 02, 2009, 03:15:01 pm
HK, believe it or not I'm toying with the idea of running CPW for everything but the CP, and using the bezels for the CP because of my preference for the bezels. :o So I'm thinking of having the menu appear with a different key.

1 question and 1 problem:

Question: I see you added support for firecrypt's high score app, but it's not clear to me how to configure it. I thought perhaps you were actually including a copy of the app with the cpw installer, but I'm not seeing that menu item show up. I might have missed it, but how do I configure this? I haven't ever used the app before but figured this was a good excuse to try it out.

Problem: Using an analog joystick to scroll game info and mame info screens requires you to press, release, press, release. In other words, there's no "repeat" like there is if you're using the down key. Would be nice if I could just hold the joystick down for continual scrolling.

Nice work though! Due to my cab dropping off of my network, I hadn't updated since 1.91 I think, so lots of new goodies. :applaud:
Title: Re: CPWizard v2.12 Released
Post by: blind_dado on March 08, 2009, 02:50:24 pm
When I pause MAME it used to announce the button assignments like this:

Girl: "Player One, Button One" Guy: "Jump"

Now it doesn't do that anymore.  Everything else works.

First, I'm not even sure if CPWizard is what was causing this to happen.  If it is, any ideas as to why it stopped working?
Title: Re: CPWizard v2.12 Released
Post by: headkaze on March 09, 2009, 03:45:44 pm
Sorry I didn't get back sooner been a bit busy.

TheShanMan: Yes HiToText is included with CPW although it's not the latest version I update it everytime I release a new version. You basically need to use the hiscore diff patch (pinned topic in the software forum) and then create a "hi" folder in the Mame directory and place the hiscore.dat file (the one Fryrecrypts has attached to the HiToText topic) into Mame's root folder (ie. don't place the dat file in the "hi" folder). Unfortunately the forum is having troubles with attachements at the moment but they're working on it.

Thanks for the suggestion about analog joystick input, really great idea and I can't believe I missed that! Will definately be in the next update. I do find it annoying having to keep pushing a joystick to browse menus.

blind_dado: That feature has nothing to do with CPWizard. That sounds like PlugInLCD or LEDBlinky. So you need to find out which one your using and start a new topic related to that and I will try to help out from there.

I have a couple of features I've been promising but have been really busy with a game I'm working on with Flash for the Nintendo DS so it's kinda taken backstage a bit for now. But this project will not die anytime soon!
Title: Re: CPWizard v2.12 Released
Post by: blind_dado on March 09, 2009, 03:56:56 pm
Ah, yes, I see now that it is the LCD/LED plugin for GameEx that has the Speak Button function feature.  I'll post over in that forum.
Title: Re: CPWizard v2.12 Released
Post by: TheShanMan on March 09, 2009, 04:33:36 pm
HK, I realized why it wasn't picking up the high score stuff - when I upgraded it didn't automatically populate the "hi" and "nvram" directories, so I had to manually enter them. I'm assuming those are new directories added for hitotext. If possible, you might consider trying to auto-set them on upgrade to avoid people like me bugging you about hitotext not working. ::)

At any rate, CPW has come along quite nicely since my last update! :applaud:
Title: Re: CPWizard v2.12 Released
Post by: Fyrecrypts on March 09, 2009, 08:05:20 pm
HK, I realized why it wasn't picking up the high score stuff - when I upgraded it didn't automatically populate the "hi" and "nvram" directories, so I had to manually enter them. I'm assuming those are new directories added for hitotext. If possible, you might consider trying to auto-set them on upgrade to avoid people like me bugging you about hitotext not working. ::)

At any rate, CPW has come along quite nicely since my last update! :applaud:

The hi folder needs to be created for the hi score enabled version of MAME. The .hi files are created/modified any time you play a game that has an entry in the hiscore.dat file. There is a line in MKChamp's sticky about compiling the hi-score enabled MAME. "...and don't forget to create a sub folder under your mame directory named "hi"...that's it!"

The nvram folder is created by any version of MAME where the original game had NVRAM and therefore MAME needs to generate an nvram file.

In short, play the games, and the files will get created.
Title: Re: CPWizard v2.12 Released
Post by: TheShanMan on March 09, 2009, 11:37:49 pm
Oh, I know about that, FC. I've already done all that. It was CPWizard that wasn't configured properly. Thanks though.

One thing I noticed that is unfortunate but not a huge deal is that if you get a high score, then view the hitotext table in CPW, you don't see the score. I realize it's because the .hi file isn't written until you exit mame though, so I'm sure that's something that hitotext and CPW have no control over.
Title: Re: CPWizard v2.12 Released
Post by: headkaze on March 10, 2009, 12:37:21 am
Oh, I know about that, FC. I've already done all that. It was CPWizard that wasn't configured properly. Thanks though.

One thing I noticed that is unfortunate but not a huge deal is that if you get a high score, then view the hitotext table in CPW, you don't see the score. I realize it's because the .hi file isn't written until you exit mame though, so I'm sure that's something that hitotext and CPW have no control over.

We could of course add an auto save of the .hi/.nvram to the bezel patch so that it saves when you hit pause ;)
Title: Re: CPWizard v2.12 Released
Post by: TheShanMan on March 10, 2009, 12:55:34 am
Ha ha! One of these days the bezel patch will turn into a rewrite of mame (we'll call it MameHK)! ;)
Title: Re: CPWizard v2.12 Released
Post by: TheShanMan on March 28, 2009, 04:02:15 pm
I think I found a bug with analog joystick support. I believe if you disconnect and reconnect a joystick, it doesn't work with CPWizard anymore (moving up and down through the menus). It could also be if the computer suspends and then resumes. I'm not 100% positive which it is but I believe it's the former. You may recall that I have swappable panels, so my u360's aren't always connected. After using a different panel for a while I came back to the u360 panel and now I can't move around in the menus.

Let me know if you can easily confirm this, or if I need to do a little more investigating.
Title: Re: CPWizard v2.12 Released
Post by: jasonbar on April 08, 2009, 01:22:31 am
Hi Headkaze-

I'm finally dipping my toes into the cold waters of control panel viewer programs.  :)

Lame newbie question #1:

I went through your Quick Install Guide: http://members.iinet.net.au/~freeaxs/cpwizard/quickinstall.shtml & got stuck on step 7.  When I select View/Preview, I get an empty box (see attached pic below).

In step 5, I did select my (primary) MAME Exe folder & it filled in all the rest of the lines (except Manuals, PCB, Previews, & Select), then I got the "Loading.  Please wait." screen, as expected.  Ideas?


Lame newbie question #2:
I have about a dozen games that run on about 4 different mame.exes, each in its own folder.  I also have 2 versions of Daphne in 2 other folders.  Will those games be captured in the CPWizard list?


Thank you very much,
-Jason
Title: Re: CPWizard v2.12 Released
Post by: headkaze on April 08, 2009, 01:34:12 am
TheShanMan: I haven't looked at adding "hot swap" joystick support. I will take a look next time I do an update.

jasonbar: Are you using an older version of Mame? It needs to be a version that supports xml list output. When it says "Please Wait" should be creating a file called ListInfo.xml and MiniInfo.xml in CPWizard's Data folder.
Title: Re: CPWizard v2.12 Released
Post by: jasonbar on April 08, 2009, 01:46:40 am
Headkaze.  I'm using .115.

It did indeed create ListInfo.xml & MiniInfo.xml files in c:\Program Files\CPWizard\Data.


Here's how MiniInfi.xml starts (as viewed in MSIE):
  <?xml version="1.0" ?>
- <Mame>
- <Game Name="puckman" SourceFile="pacman.c">
  <Description>PuckMan (Japan set 1, Probably Bootleg)</Description>
  <Year>1980</Year>
  <Manufacturer>Namco</Manufacturer>
  <Display Type="raster" Rotate="90" Width="288" Height="224" Refresh="60.60606" />
  <Chip Type="cpu" Name="Z80" Clock="3072000" />
  <Chip Type="audio" Name="Namco" Clock="96000" />
- <Input Players="2" Buttons="1" Coins="2" Service="False">
  <Control Type="joy4way" />
  </Input>
  <Driver Status="good" Emulation="good" Color="good" Sound="good" Graphic="good" SaveState="supported" PaletteSize="32" />
- <ControlsDat NumPlayers="2" Alternating="1" Mirrored="1" UsesService="0" Tilt="0" Cocktail="1">
  <MiscDetails />
- <Player Number="1" NumButtons="0">
- <Controls>
- <Control Name="4-way Joystick">
  <Constant Name="joy4way" />
  </Control>
  </Controls>
- <Labels>
  <Label Name="P1_JOYSTICK_RIGHT" Value="Right" Color="Red" />
  <Label Name="P1_JOYSTICK_LEFT" Value="Left" Color="Red" />
  <Label Name="P1_JOYSTICK_DOWN" Value="Down" Color="Red" />
  <Label Name="P1_JOYSTICK_UP" Value="Up" Color="Red" />
  </Labels>
  </Player>
  </ControlsDat>
  <CatVer Category="Maze" VerAdded=".002" />
  <NPlayers Type="2P alt" />
  <HallOfFame WeightedAverage="65.3" Votes="267" />
  </Game>


And here's the beginning of ListInfo.xml:
  <?xml version="1.0" ?>
  <!DOCTYPE mame (View Source for full doctype...)>
- <mame build="0.115 (Apr 19 2008)" debug="no">
- <game name="puckman" sourcefile="pacman.c" runnable="yes">
  <description>PuckMan (Japan set 1, Probably Bootleg)</description>
  <year>1980</year>
  <manufacturer>Namco</manufacturer>
  <rom name="namcopac.6e" size="4096" crc="fee263b3" sha1="87117ba5082cd7a615b4ec7c02dd819003fbd669" region="cpu1" offset="0" status="good" dispose="no" />
  <rom name="namcopac.6f" size="4096" crc="39d1fc83" sha1="326dbbf94c6fa2e96613dedb53702f8832b47d59" region="cpu1" offset="1000" status="good" dispose="no" />
  <rom name="namcopac.6h" size="4096" crc="02083b03" sha1="7e1945f6eb51f2e51806d0439f975f7a2889b9b8" region="cpu1" offset="2000" status="good" dispose="no" />
  <rom name="namcopac.6j" size="4096" crc="7a36fe55" sha1="01b4c38108d9dc4e48da4f8d685248e1e6821377" region="cpu1" offset="3000" status="good" dispose="no" />
  <rom name="pacman.5e" size="4096" crc="0c944964" sha1="06ef227747a440831c9a3a613b76693d52a2f0a9" region="gfx1" dispose="yes" offset="0" status="good" />
  <rom name="pacman.5f" size="4096" crc="958fedf9" sha1="4a937ac02216ea8c96477d4a15522070507fb599" region="gfx1" dispose="yes" offset="1000" status="good" />
  <rom name="82s123.7f" size="32" crc="2fc650bd" sha1="8d0268dee78e47c712202b0ec4f1f51109b1f2a5" region="proms" offset="0" status="good" dispose="no" />
  <rom name="82s126.4a" size="256" crc="3eb3a8e4" sha1="19097b5f60d1030f8b82d9f1d3a241f93e5c75d6" region="proms" offset="20" status="good" dispose="no" />
  <rom name="82s126.1m" size="256" crc="a9cc86bf" sha1="bbcec0570aeceb582ff8238a4bc8546a23430081" region="sound1" offset="0" status="good" dispose="no" />
  <rom name="82s126.3m" size="256" crc="77245b66" sha1="0c4d0bee858b97632411c440bea6948a74759746" region="sound1" offset="100" status="good" dispose="no" />
  <chip type="cpu" name="Z80" clock="3072000" />
  <chip type="audio" name="Namco" clock="96000" />
  <display type="raster" rotate="90" width="288" height="224" refresh="60.606061" flipx="no" />
  <sound channels="1" />
- <input players="2" buttons="1" coins="2" service="no" tilt="no">
  <control type="joy4way" reverse="no" />
  </input>
- <dipswitch name="Rack Test (Cheat)">
  <dipvalue name="Off" default="yes" />
  <dipvalue name="On" default="no" />
  </dipswitch>
- <dipswitch name="Service Mode">
  <dipvalue name="Off" default="yes" />
  <dipvalue name="On" default="no" />
  </dipswitch>
- <dipswitch name="Cabinet">
  <dipvalue name="Upright" default="yes" />
  <dipvalue name="Cocktail" default="no" />
  </dipswitch>
- <dipswitch name="Coinage">
  <dipvalue name="2 Coins/1 Credit" default="no" />
  <dipvalue name="1 Coin/1 Credit" default="yes" />
  <dipvalue name="1 Coin/2 Credits" default="no" />
  <dipvalue name="Free Play" default="no" />
  </dipswitch>
- <dipswitch name="Lives">
  <dipvalue name="1" default="no" />
  <dipvalue name="2" default="no" />
  <dipvalue name="3" default="yes" />
  <dipvalue name="5" default="no" />
  </dipswitch>
- <dipswitch name="Bonus Life">
  <dipvalue name="10000" default="yes" />
  <dipvalue name="15000" default="no" />
  <dipvalue name="20000" default="no" />
  <dipvalue name="None" default="no" />
  </dipswitch>
- <dipswitch name="Difficulty">
  <dipvalue name="Normal" default="yes" />
  <dipvalue name="Hard" default="no" />
  </dipswitch>
- <dipswitch name="Ghost Names">
  <dipvalue name="Normal" default="yes" />
  <dipvalue name="Alternate" default="no" />
  </dipswitch>
  <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="32" />
  </game>


Does that shed any light?

Thanks,
-Jason
Title: Re: CPWizard v2.12 Released
Post by: headkaze on April 08, 2009, 02:28:17 am
jasonbar: I did find a bug with older versions of Mame which could cause the preview game list not to show. I have fixed this and tested as working in Mame 0.104. So please try CPW v2.15. Let me know how you go. If your still having problems the CPWizard.log file might help.
Title: Re: CPWizard v2.15 Released
Post by: jasonbar on April 08, 2009, 11:36:34 am
Booya!!!!

Thanks!  I had downloaded CPWizard yesterday & it was 2.14.  Did you *just* put up 2.15 late last night or this morn?  I did an install into the same directory & now the list shows up.  I looked at a couple of previews.  They look OK.

Can't wait to start working on this.


Final (maybe) noob question for a bit.  The button labels are being populated over the control panel image based on what's in the listinfo.xml & miniinfo.xml files, right?  And those files are generated from data in the mame.xml in my mame.exe folder, right?  I know that, in my MaLa front end, I'm showing a text list of controls on one of my info screens, and I think that's fed by controls.ini.  That file is often wrong.

What I'm getting at is, as I painstakingly & meticulously go through the games & fix the ones that need a little fixing, is there somewhere I can upload/share this info so that it get disseminated to the public or put into some future MAME (or other) release?  Is that what the controls.dat project is?

 ???

Thanks,
-Jason
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on April 08, 2009, 12:30:28 pm
TheShanMan: I haven't looked at adding "hot swap" joystick support. I will take a look next time I do an update.

Cool. Did it happen to appear in 2.15? I'm guessing that was just a real quick bug fix release.
Title: Re: CPWizard v2.15 Released
Post by: headkaze on April 09, 2009, 01:41:40 am
Cool. Did it happen to appear in 2.15? I'm guessing that was just a real quick bug fix release.

Yes you were right, but check out 2.16 ;)
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on April 09, 2009, 11:53:55 am
Great! I'll load it up soon! :applaud:
Title: Re: CPWizard v2.15 Released
Post by: Kayden on April 09, 2009, 01:53:20 pm
Hi HeadKaze,

I was using your program to pump out some CPs and found myself having a few issues with the interface. 

If I selected multiple labels to move them all the same way at the same time, things like the left/right/center justification would be applied to all the selected labels.  I selected all my labels to apply the same color to them all at once, but it then applied the same justification to all of them without me telling it to.  =(

Another issue I had was with editing the label text.  I set up a few new labels and then went to enter my text.  I clicked on label one and gave it the value "SHIFT" and then I click on label two to edit it... at that point, label 2 was given the value "SHIFT" and label one revered to "New Label".  So I had to open the properties, edit the label, close the properties, click on the next item, open properties, edit it, close properties...

Also, when doing a preview on 6 button games, buttons 5 and 6 for player two don't work.  They show up as unused with no labels.  A workaround I found was to just copy P1 to P2, but that also came with it's own set of issues.  When I pasted the copied layout, the labels from P1 were linked to the buttons for P2 and the P2 labels were unlinked.  A simple solution for that is to just shut off the arrows or remap them all manually.  One time I pasted and all the pasted buttons wound up being linked to one label.   ???  I deleted the paste and pasted again and it worked fine.

Very randomly, clicking on an item will make it jump.  I found this to be highly annoying as I wanted P1 and P2 to be identical, but when I'd click on a P2 button to remap it to the P2 label, the button would, on occasion, jump in a random direction, sometimes up to a quarter inch.  I wasn't clicking and dragging on accident; I was doing this on a laptop with my hand no where near the touch pad and just clicking the button would make seemingly center the picture on the mouse cursor. 

Maybe I'm dumb, but I also couldn't find a way to shrink the work area of the CP.  I have a small background on my CP that uses about 1/3 the work area.  When I go to export my CPs, the image put out is the full size of the work area and is 2/3rds empty space.  It's not a huge deal, but when I go to enter the CP field in the Mala layout editor, I have to make it 3x the size of the CP or else it doesn't fit right.

I had a bit of user error with the preview function as well.  I was setting up my layout and hitting preview, saving when asked, and then being presented with the default layout!  I was becoming irate until I figured out you had to specify the layout to use for mame in the options.  I found it to be kinda counter intuitive.  Would it be possible to make it so that you can preview the active template without configuring it in the options as the mame template?

I also had a bit of a weird error happen with my batch exports.  The first time I exported everything and configured Mala to display it, Mala would crash every time I tried to open it.  After some testing, I found out that it was the CP images.  If I removed them, Mala worked fine.  So I ran a new batch and Mala worked fine... however, half of the templates listed "Rack + Roll" as the game with a 2 button layout.  Running the batch again seems to have fixed it though.

Could I also make a few feature requests?  It'd be nice if, in the editor, it were possible to lock items, or even specific traits of an item (color/justification/link), so they could not be edited or moved.  UNDO would be invaluable as well as being able to set image order.  I wanted to insert and image between my buttons and the CP background and it would only go over everything except the labels.

I'm also having some issues with CPwizard when I pause.  It doesn't always pop up when I pause, but after reading through this thread a bit, I suspect it's because I assigned the same key to close as well as pause.   :laugh:
Title: Re: CPWizard v2.15 Released
Post by: jasonbar on April 09, 2009, 02:34:46 pm
HeadKaze-

I've started sitting down with CPW to make my control panel, & I'm very impressed!

A couple of quick questions/feature requests:

1 - Is there a way to rotate text on labels?  For crowded panels, it would be nice to have the option to have the text go straight up (rotated 90deg CCW) or uphill (45deg CCW).  I don't think anybody would need infinitely adjustable text angle.  Whatever's easiest for you to implement: enter an angle value or just pick from 0, 45, & 90 radio buttons?

2 - When I edit a label, select the text color, define a custom color, then hit Add to Custom Colors, I see the custom color appear below the grid of standard colors.  But, when I hit OK & then go back to the color swatches, the custom color is no longer there.

3 - Also, another non-big deal, but I put down my 800x600 background image (http://i242.photobucket.com/albums/ff97/infernolab/Arcade%20Game/24controlpanelviewer.jpg) & some of the objects got "lost" off the right side of my image, where I couldn't see them or drag them back.  No biggie, I just edited the layout's .xml file in notepad to reign in the X value on those items & then manipulate them as needed.


Thanks--this is fun!  :)

-Jason
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on April 09, 2009, 04:24:17 pm
Also, when doing a preview on 6 button games, buttons 5 and 6 for player two don't work.  They show up as unused with no labels.  A workaround I found was to just copy P1 to P2, but that also came with it's own set of issues.  When I pasted the copied layout, the labels from P1 were linked to the buttons for P2 and the P2 labels were unlinked.  A simple solution for that is to just shut off the arrows or remap them all manually.  One time I pasted and all the pasted buttons wound up being linked to one label.   ???  I deleted the paste and pasted again and it worked fine.

I recall this issue vaguely. It works fine for me though. IIRC the issue is that by default, mame only maps buttons 1-4 for player 2. You'll need to map buttons 5 and 6 to see them properly in CPW. In other words, CPW is only as accurate as your mame mappings! ;D
Title: Re: CPWizard v2.15 Released
Post by: Kayden on April 09, 2009, 04:47:48 pm
Funny you should say that.  I went through and defined my buttons as they are in Mame and then nothing worked.  The labels only work if I use the defaults.
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on April 09, 2009, 05:06:23 pm
You must be doing something wrong then because I use many non-default key mappings and CPW works flawlessly. :dunno
Title: Re: CPWizard v2.15 Released
Post by: jasonbar on April 10, 2009, 03:29:20 pm
HeadKaze-

Sorry for the barrage of n00b posts, but I'm trying to get a feel for the inner workings of CPWizard so that I can debug some inconsistencies that I'm finding in the display of certain games.

As best I can tell, here's how MAME determines what button does what:
- controls.ini lists the joystick buttons & labels (example: Asteroids shows joystick left & right are "Rotate Left" & "Rotate Right" & P1 Buttons 1-3 are fire, thrust & hyperspace)
- the .cfg files in mame/config show overrides for specific games (example: to make Asteroids more like the arcade 5-button layout & to ditch the 2-way stick, I use P1B1=LAlt, P1B2=Space, P1B3=Mouse1B2, P1B4=Mouse1B1, P1B5=N)

Then, when I launch CPWizard & tell it where my mame.exe is, it finds controls.ini & mame.xml & generates MiniList.xml & ListInfo.xml

Example 1: '99: The Last War (rom name 99lstwar).  CPWizard displays buttons 1 & 2 as "1" & "2", because there's no <Labels> entry under this rom name in MiniList.xml.  Using rom asteroid as inspiration, I "fixed" this game to show "Fire" & "Shield" in CPWizard.  This much I understand.

Example 2: Asteroids (rom name asteroid).  CPWizard displays "Rotate Left" & "Rotate Right" next to my P1 stick.  I edited MiniList.xml to show "Left" & "Right" because of overcrowding issues on my Frankenpanel.  This is straightforward.

Example 3: X-Men (rom name xmen, 4P version).  To somewhat maintain the chevron layout of the 3 buttons per player in this game, I'm using my Neo Geo dangly left button & its 2 neighbors, instead of the standard 3-in-a-row default buttons used in most games for P1B1, P1B2, & P1B3.  These display just fine in CPWizard, even though MiniInfo.xml doesn't contain this remapping info.  So, it appears that CPWizard goes out to xmen.cfg in mame/cfg & updates the keys accordingly.  That's great--that means that CPWizard will stay udpated if I tinker w/ individual games--cool!

Example 4: Asteroids (rom name asteroid).  This display is very funked up in CPWizard.  See above for my remapping scheme.  This displays with "Left" & "Right" still on the joystick (but with my edited, shortened text labels, which is good), and then "Thrust", "Fire", & "Hyperspace" are all incorrect.  What should be "Left" & "Right" are labeled "Fire" & "Thrust", respectively, the buttons that should be "Thrust" & "Hyperspace" are blank, & "Fire" is mistakenly labeled "Hyperspace".  So, is there some code in one of these files that's overriding my reassigned keys & reverting back to what it thinks should be used for Asteroids (that yucky left-right stick control)?

Example 5: Daphne games & spinner hack games.  I have many Daphne games & a handful of "duplicate" games that I emulate normally in 115 & also with the spinner hack in 105.  I edited my mame.xml file to include the extra names, so the Daphne games appear normally in MaLa in my main game list.  And I use dummy entries in MaLa's game list to make the spinner hack games appear.  These don't show up in MiniList.info or ListInfo.xml.  How can I edit these xml files to make them appear?  Or, how can I alter whatever source file CPWizard uses so that it generates these extra games into its files?


I'm not afraid of plugging through my 2245 games & checking/fixing the anomalies, but I want to make sure that I know how to do it correctly.  Better yet, since I generally can't offer much software technical support to all these cool development projects like CPWizard, I'd much rather use my brute force patience to see that the appropriate files get updated correctly for everybody's benefit (like '99: The Last War & it's unlabeled buttons).


Thank you very much,
-Jason
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on April 14, 2009, 12:03:28 am
Tried the new version and have a couple of comments:

I read that you added "wrap around" support for the menus (going from bottom to top or vice versa), but this is also "afflicting" the info screens. It's disconcerting to read through the info screen and then all of a sudden have it pop back up to the top again.

"Scroll repeat" (for analog joysticks, analogous to "key repeat") seems to kick in quicker than in prior versions. I have to make sure I do a very quick tap if I only want the menu selection to move up or down 1, otherwise I end up overshooting easily.

Haven't gotten around to swapping my panels so I can't comment on the analog joystick hot swap support yet.
Title: Re: CPWizard v2.15 Released
Post by: headkaze on April 14, 2009, 07:32:51 am
TheShanMan: The key repeat for input was way too fast for GDI+ slow graphics so I have slowed it down. Not sure what you mean by joystick repeat "seems to kick in quicker than in prior versions". There never was a joystick repeat in prior versions. But anyway I have improved that to match the new key repeat. I think I have it working perfect now (hopefully). I also agree with you about the wrap around in text view being annoying so I removed it but kept it for the menu's.
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on April 14, 2009, 11:47:44 am
Well that's why the joystick repeat was quicker: "too fast" > ∞  ;D Thanks headkaze! :applaud:
Title: Re: CPWizard v2.12 Released
Post by: Tiger-Heli on April 15, 2009, 02:58:01 pm
I have about a dozen games that run on about 4 different mame.exes, each in its own folder.  I also have 2 versions of Daphne in 2 other folders.  Will those games be captured in the CPWizard list?
This question has come up a lot and I am new to CP Wizard, but I'll try to answer it ...

On Page 1, HK says there are about 4 critical MAME milestones -

Pre-108
108-before 112
112-122u1
122u2-present

As long as your MAME.exe's are all within one of the brackets above I think all should work fine.

If you let's say primarily use 0.127, but for a few games you use 109 - I think you could do the following but haven't veryified it:

Copy your CPWizard files to a new /Program Files/CPWizard109 folder.
Set that up to work with 109.

Modify whatever batchfile you use to launch your game in 109 to
-taskkill the current CPWizard version
Launch the version in CPWizard109
Launch MAME
-taskkill the CPW109 program
Launch the default CPWizard program.

I could be wrong, though ...
Title: Re: CPWizard v2.15 Released
Post by: headkaze on April 15, 2009, 04:00:18 pm
Actually it should work with all versions of Mame using the one program. It detects Mame running using different methods.

The only problem I can see is if you turn on the Mame Input System for Mame >= 112 then it will not search for Mame < 112 using the window title so then it won't find it. But I could add another option to force it to search using the windows title as well as use the Mame Input System. That way you could run both < 112 and >=  112. You would then set the Mame paths in CPW to the latest version your using and it should cover all the information for the older version(s) aswell.

If there is a demand to support Mame < 112 and Mame >= 112 at the same time I will add the option. But if all your versions are Mame < 112 or >= 112 then they will all work already. Daphne is not supported.
Title: Re: CPWizard v2.15 Released
Post by: jasonbar on April 15, 2009, 06:11:40 pm
Thanks, HK & TH-

I'm running 115 for 99% of my games.  115u2 for 4 games, 82 for 1, 108 for 2, 105 spinner hack for 5, & 63 rotary hack for 4.  I should get around to consolidating some of those one of these days, but that's another story...

So, I do fall into that category of using <112 & >=112.  Hope I'm not the only one, though!   ;D


Understood that Daphne's not supported, hence my previous question about wanting to put "dummy" entries in one of the files that CPW uses, to trick it into displaying the controls....hmmmm....or maybe I could take one of the many many ROMs that I'm not using, manually update mame.xml & its .cfg file, & use some batch file to redirect CPW to a valid (but faked) MAME game when I'm actually launching a Daphne game...?   ???

Thanks,
-Jason
Title: Re: CPWizard v2.15 Released
Post by: Tiger-Heli on April 16, 2009, 06:56:53 am
Before HK does anything - I am running MAME 0.114 for 98% of my games, MAME 0.8x (something) for one, and MAME 0.123 for one.

Let me see where I get with it and report back - might be Monday though.

I think you could create a controls.xml type file for Daphne (surprised nobody has) and use that with it (someone did previously for MESS and I don't see why this would work differently).
Title: Re: CPWizard v2.15 Released
Post by: Tiger-Heli on April 16, 2009, 12:30:47 pm
On second thought - (More to HK)

I haven't tested it yet - but since you have it so configurable anyway ...

Why not have a Checkbox for "Use MAME Output System (For MAME 0.112 and up)" and a box for "Detect MAME Window Title Name (For MAME below 0.112)" and have both checked by default.

As a developer (which I'm not) - I would want this.  It would work with all MAME versions, users could disable the portions they don't need, and you wouldn't get a bunch of E-mails saying "I'm running MAME 0.36 and CPW doesn't work with it".

Just my (latest) thoughts ...
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 07, 2009, 07:51:27 am
Hi,

is there a way to use CPWizard with rotating monitors? According to the game, I put my Monitor horizontal or vertical (automatically in my Cab).

Mala switches orientation depending on the game information from Mame. But the only way I found to switch the CPWizard orientation ist in the options...

If there is no automatic way, at least a KeyCommando would help...

Any idea???

Thank you very much,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: TheShanMan on May 07, 2009, 01:41:25 pm
That reminds me... this is a minor gripe. I have a vertically oriented monitor, and CPWizard stretches text and images because it assumes a horizontal orientation. So this stuff looks tall and skinny - menus, info screen, etc. It certainly isn't terrible, but I wonder if one of these days you could add better handling for screens other than 4:3, headkaze?
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 07, 2009, 07:44:58 pm
Well, that's tru also, but I could live with that when I would be able to switch between vertical and horizontal while mame or mala is running... it's comfortable  to go to options everytime on an arcade cab nor it's comfortable to turn your head by 90° :-)))

Well, however, did I miss something, is there a possibility already? If not, would you please be so kind and consider to take that into developement????

I'm begging because CPWizard is so good and useful :-)

Thank you very much,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 08, 2009, 05:25:19 pm
I have another idea:

If someone would be able to write a little script that looks for the rotation info in the ./data/listinfo.xml and depending on that info woul change the value of to "rotate=" value in the CPWizard.ini.

Then someone could just enter the scriptname in Mala instead of the executable of the control panel viewer and CPWizard should always show the same orientation as the game...

Unfortunately I don't have the skills to do that. I tried it with a batch file, but batch can't handle XML really good...

thank you,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: headkaze on May 09, 2009, 06:06:31 am
It's true the rotation layout could be improved alot so it's not so horribly stretched. I may take a look at that at some time.

Berzerk: Today I added a new option under Display Options called "Auto Rotation" if you enable that it should auto rotate the screen based on the orientation of the game. Let me know how it goes for you :)
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 09, 2009, 06:15:04 am
Oh, that's fantastic! You really surprised me! Thank you very much, I'm gonna test that over the the week-end and let you know!

thank you,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 09, 2009, 07:38:34 pm
Hi Headkaze,

I tested the new autorotate function in CPWizard within MAME with the pause function and it works like a charm. I did test left and right rotation with about 50 games and it always worked. I also checked games that have (strangely) "rotate=270" in the listinfo.xml because I expected a bug there, but no, it always rotatet to the right direction. Great.

Now I don't want to appear unashamed, but one more question. Do you think it's possible to implement that functionality for the cooperation with MALA too? In MALA there is an option to substitute the internal information viewer (ALT in the gamelist) with an external Controlpanel viewer (wich I did). Mala can also run horizontal and vertical (according to the last game you played in mame). At the moment, no matter what orientation MALA is, CPWizard always shows up horizontal.

Don't know if it's possible, is just an idea to make it more perfect :-)

Thank you very much,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: headkaze on May 10, 2009, 01:59:09 am
Berzerk: I could add a new command line option like "-rotate 90" etc. Would that work?
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 10, 2009, 08:15:18 am
Headkaze: It would help in an indirect way. If you would implement a commandline option like -rotate 0:90:180:270 then I could write a script and according to that script I could start CPWizard always in the orientation I want...

So yes, my guess is, that would be a good thing...

PS: I just testet this with a batch file that starts CPWizard from mala and yes, that would work. It is my problem then to find out when I would like it to start in what orientation, but that's ok :-)

Thank you,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: headkaze on May 11, 2009, 07:11:31 am
Berzerk: I added the new -rotate command line option :)
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 11, 2009, 08:48:18 am
thank you very much! I'm gonna test this but it can take two days or so because the monitor in my cab broke yesterday... deagussing doesn't work anymore. I need to repair this first :-) No Moniotr, no rotation :-)

I let you know!

Thanks again,

Frank

PS: Is it on your site already? Is it 2.19 or did you put it in 2.18?
Title: Re: CPWizard v2.15 Released
Post by: headkaze on May 11, 2009, 11:56:29 am
PS: Is it on your site already? Is it 2.19 or did you put it in 2.18?

I didn't bother making a new version number so just download 2.18 again ;)
Title: Re: CPWizard v2.15 Released
Post by: Berzerk on May 13, 2009, 05:54:29 am
Hi Headkaze,

everything repaired and CPWizard rotate tested. Works like a charm! :-) I'm writing a script for Mamewah now that rotates CPWizard according to the last game you played (at least that's what I'm trying to do) -) I will post it here when I'm done.

Thanks again,

Berzerk
Title: Re: CPWizard v2.15 Released
Post by: doctorhifi on May 14, 2009, 01:38:29 pm
Any changes in CPW and how it handles mame save states?  See previous Q&A below.  I'd like to not have to use autosave as a work around.  Thanks!


Quote from: doctorhifi on January 31, 2009, 07:09:33 PM

I'm still having CPW pop up when I attempt to load or save a save state from within mame.
Was that glitch ever resolved and I just missed it?

« Reply by headkaze on: January 31, 2009, 08:48:46 PM »    

The only way to solve this at the moment is to set the following option in mame.ini to auto save state.

 
 
 
Title: Re: CPWizard v2.19 Released
Post by: headkaze on May 15, 2009, 10:32:46 am
Version 2.19 Released

- Now CPWizard can unpause Mame without using a diff patch!

There are now 3 primary ways to use CPW and the new default method will not mess with state saves as it does not use Mame's pause key.

Method 1 (Recommended Default): As per the attached image

Mame Output System ON, Use Show Key ON, Send Pause ON, Pause Mode Message System, Detect Pause OFF

- With these settings CPW uses the Show Key set in the Input Options to display the CPW menu. This means CPW no longer interferes with save state. It also can unpause Mame automatically when you exit CPW. No diff patch is necessary!

NOTE: Using this method you cannot set the Show Key to be the same as Mame's pause key.

Method 2 (Older Method using diff patch):

Mame Output System ON, Use Show Key OFF, Send Pause ON, Pause Mode Diff Patch Method, Detect Pause ON

- With these settings CPW detects when Mame is paused and then shows the CPW menu. To unpause Mame when you exit CPW you need to have the bezel_0126.zip (http://members.iinet.net.au/~freeaxs/cpwizard/bezel_0126.zip) diff patch applied.

Method 3 (For older versions of Mame < 0.108):

Mame Output System OFF, Use Show Key ON, Send Pause ON, Pause Mode Send Keys, Detect Pause OFF

- With these settings CPW sends keys to pause and unpause Mame when you press the Show Key.
Title: Re: CPWizard v2.19 Released
Post by: doctorhifi on May 15, 2009, 09:23:32 pm
That works perfectly!  thanks :cheers:
Title: Re: CPWizard v2.19 Released
Post by: Flake on May 18, 2009, 11:59:22 am
Is there anyway I can "print" a copy of my control panel layout I put together so that I could say get it laminated and put at the base of my monitor glass?  I'm looking to have some sort of instruction card setup on my cab and since I'm already designing a layout to use in game I was wanting to use that layout to "label" the buttons and joysticks for use when navigating my menus.

I've tried printing to PDF but it doesnt come out clean and the last letter of each label link cuts off.  I was hoping to get something in a landscape format and sent to mamemarquees to print up.

Has anyone don this before or used this application in this manner?

Thanks
Title: Re: CPWizard v2.19 Released
Post by: blind_dado on May 18, 2009, 12:03:02 pm
How about just using a screen capture program?  Or even "Shift, Print Screen" and your favorite editor?
Title: Re: CPWizard v2.19 Released
Post by: Flake on May 18, 2009, 12:04:49 pm
How about just using a screen capture program?  Or even "Shift, Print Screen" and your favorite editor?


Thanks I will try this.  I'm pretty noobish when it comes to printing from non-traditional software.
Title: Re: CPWizard v2.19 Released
Post by: blind_dado on May 18, 2009, 12:09:53 pm
If you've never done this before, hitting "shift, print screen" doesn't seem to do anything, but it places a screen shot on your clipboard.  Then you can go into any other program (like photoshop or faststone) and paste it into that program for cropping and editing.  FastStone Image Viewer actually has a good screen capture utility built in, if you want to go that way.
Title: Re: CPWizard v2.19 Released
Post by: Flake on May 19, 2009, 10:03:43 am
OK is there anyway to eliminate the grid lines when "printing"?  This would be great for me to use as an "instruction card" but would prefer to eliminate the gridlines prior to printing.

Also, just a note based on HeadKaze's post about the three options for integrating pause.

I tried out using option number one but I set my show key to Mame's pause button (p) and it seems to work (kind of) - with one minor glitch.  When I hit pause in mame, the CP shows and when I hit pause again the CP goes away but Mame does not unpause.  I hit pause again and the CP pops up and when you hit pause again the CP goes away and mame unpauses.  So its not "clean" per se but for now it keeps me from having to reprogram my IPAC (I've never done that before).

Anyway, just providing some feedback.
Title: Re: CPWizard v2.19 Released
Post by: doctorhifi on May 19, 2009, 10:37:38 am
Flake- I also encountered your particular problem when I was setting up the new pause options.  I also have an Ipac (Ipac2).   My pause button is connected to the X (1SW6) terminal on the Ipac and I previously had the MAME general settings adjusted so the pause key in mame was X.  What I ended up doing was changing the value for pause in MAME general settings back to the default (p) and made the SHOW KEY in CPW equal X.
I left the other settings in CPW as HeadKaze has shown in his attached image in his last post.
Don't know if this will help you or not, but it worked for my situation.
Title: Re: CPWizard v2.19 Released
Post by: Flake on May 19, 2009, 10:44:20 am
Flake- I also encountered your particular problem when I was setting up the new pause options.  I also have an Ipac (Ipac2).   My pause button is connected to the X (1SW6) terminal on the Ipac and I previously had the MAME general settings adjusted so the pause key in mame was X.  What I ended up doing was changing the value for pause in MAME general settings back to the default (p) and made the SHOW KEY in CPW equal X.
I left the other settings in CPW as HeadKaze has shown in his attached image in his last post.
Don't know if this will help you or not, but it worked for my situation.


Well the problem really is this - Based on my control panel design, I actually want the pause button for Mame and CPW to be the same.  Otherwise if I start reprogramming other control panel inputs to work as pause it will begin to mess with my other mappings. 

I wonder, if I just need to set the mame pause key to another button, reprogram my Ipac to that button then set CPW's show key also to that button.  Is the problem just that CPW (based on the new default setup noted by HeadKaze) cant interact with mame's pause button for some reason?  So you have to just map everything to a different key?
Title: Re: CPWizard v2.19 Released
Post by: headkaze on May 19, 2009, 12:25:18 pm
I wonder, if I just need to set the mame pause key to another button, reprogram my Ipac to that button then set CPW's show key also to that button.  Is the problem just that CPW (based on the new default setup noted by HeadKaze) cant interact with mame's pause button for some reason?  So you have to just map everything to a different key?

Mame's pause key cannot be the same as CPWizard's Show Key. There is a technical reason for it which is not really worth explaining other than to say I've tried to get around it but have not found a way yet.

The only way around it is to set Mame's pause to be a key you will never use, and then set CPW to use the 'p' key. Then CPW will pause Mame anyway when you press pause, and unpause it again when you exit. If you want to pause Mame without showing CPW perhaps you could use a "shifted" button on the IPAC for that. Or perhaps use a shifted button for CPW. Bottom line is they have to be different otherwise Mame will ignore the unpause message.
Title: Re: CPWizard v2.19 Released
Post by: Flake on May 19, 2009, 12:28:42 pm

The only way around it is to set Mame's pause to be a key you will never use, and then set CPW to use the 'p' key. Then CPW will pause Mame anyway when you press pause, and unpause it again when you exit.

Well this sounds excellent.  As long as CPW will take care of pausing Mame then my problem will be solved.  This way all I have to do is Map the mame pause as a button I will never use and thats it.  I will try this tonight.

Thanks.
Title: Re: CPWizard v2.19 Released
Post by: garnerb350 on May 20, 2009, 08:19:49 am
Headkaze....need your help....
I installed 2.19 last night and when i brought up the preview button on my games....the button layout was totally different...

I have MameUI32 ver 129...My Control Panel is the X-arcade Tankstick.
I used the x-arcade background and layout you supplied as my layout for viewing.
When I previewed Marvel vs SF...This is what i had...

Marvel vs SF
1. Player 1 Side:  Buttons were correct, nothing listed for the joystick.
2. Player 2 side: Joystick had u,d,l,r / 4 of the six buttons listed controls...

Samurai Showdown 2
1. Player 1 side: Joystick doesnt list, CPwiz lists the top buttons, but I use the bottom buttons
2. Player 2 side: Joystick lists...but buttons same as above...

I made sure that my paths were correct...and I made sure that all my labels had the correct key code...but everytime i did a preview...the button config was different than what i have always had...

Am i missing something here?
Title: Re: CPWizard v2.19 Released
Post by: Flake on May 20, 2009, 11:46:55 am
I also having a issue where all my buttons and joysticks are alphafaded out?  I have - or at least think I have proper label links assigned.  Also, I went in and made sure all the labels were properly mapped to my control settings.  Any thoughts?
Title: Re: CPWizard v2.19 Released
Post by: headkaze on May 20, 2009, 12:50:07 pm
garnerb350  & Flake: Post your CPWizard layout xml file along with Mame's default.cfg and [rom].cfg of the game your testing and your mame.ini file. I will have a quick look and see if I can work out what's wrong. It's usually a config issue.

I think attachments are still not working on the forums so zip up those files and e-mail them to headkaze [zatt] gmail.com. Obviously I can't go through everyone's configs. But I will demonstrate what people are doing wrong on the occation so hopefully it can help others. So I don't want people randomly sending me config files please! :)
Title: Re: CPWizard v2.19 Released
Post by: garnerb350 on May 20, 2009, 06:56:25 pm
Bear with me HK....I'll try to have it tommorow morning....( away from cab)
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 21, 2009, 08:07:22 pm
Versions 2.20 Released

- Bug fixes to input control mapping system

For those that were having problems with input mapping in CPWizard there were some serious bugs related to it fixed in this release. Especially if you are using a ctrlr file. There were also fixes to the HideDesktop settings.
Title: Re: CPWizard v2.20 Released
Post by: NelsonPJ on May 23, 2009, 06:59:45 pm
  I installed CPWizard 2.20 and got it working with my control panel layout.  I've got U360 joysticks, and I'm running Mala with the U360 plugin that programs the joysticks when a game is selected.  Unfortunately when I selected a 2-way "horizontal" joystick game, I was unable to navigate the CPWizard list since I didn't have "up" and "down" available on my U360!  I was also unable to quit CPWizard and un-pause the game, so I had to kill MAME with Ctrl-Alt-Delete.

  What's the workaround for this?  I've done some searches here in the forum, but can't find anything.
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 24, 2009, 12:45:33 am
  I installed CPWizard 2.20 and got it working with my control panel layout.  I've got U360 joysticks, and I'm running Mala with the U360 plugin that programs the joysticks when a game is selected.  Unfortunately when I selected a 2-way "horizontal" joystick game, I was unable to navigate the CPWizard list since I didn't have "up" and "down" available on my U360!  I was also unable to quit CPWizard and un-pause the game, so I had to kill MAME with Ctrl-Alt-Delete.

  What's the workaround for this?  I've done some searches here in the forum, but can't find anything.

Both the GameEx U360 plugin and LEDBlinky have an option to put the joystick into 8-way mode when Mame is paused. If your using Fatfingers plugin unfortunately there is no option to do that AFAIK. You can either use LEDBlinky or try to contact Fatfingers to implement this feature. If he needs help with code to detect Mame pausing then get him to contact me.
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on May 26, 2009, 07:59:07 am
Headkaze....I'm still having the same issues as before...( buttons not matching up, controls all different)...Also I tried to use the hide desktop options and they didnt work either...( do you still have the files ( my cfg files) i sent ya, or do i need to send them again?)

Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 26, 2009, 10:45:44 am
Headkaze....I'm still having the same issues as before...( buttons not matching up, controls all different)...Also I tried to use the hide desktop options and they didnt work either...( do you still have the files ( my cfg files) i sent ya, or do i need to send them again?)

Did you download the latest version and try the included X-Arcade layout? Your ctrlr file along with it worked fine for me. I suggest you go into your Mame folder and delete all the files in the cfg folder.
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on May 26, 2009, 12:18:30 pm
Downloaded 2.20....put in the mame exe.path...Did New, used the x-arcade background...imported X-arcade layout...

Still had the same problems as before...

Did I do something wrong?

If I delete the cfgs in the cfg folder....wont i have to redo my button configurations for al the games? :scared
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 26, 2009, 05:19:26 pm
If I delete the cfgs in the cfg folder....wont i have to redo my button configurations for al the games? :scared

Back them up first incase you might need them. Since your using a ctrlr file it will cover Neo Geo games, so unless your configuring some games manually you shouldn't need cfg files in most cases. You definately should not have a default.cfg in there since your using a ctrlr file, but as I said, back them up first and then try it again.
Title: Re: CPWizard v2.20 Released
Post by: Flake on May 26, 2009, 09:56:57 pm
How do you assign keycodes to the spinner and left/right mouse click buttons?  I was trying to assign these but when I select "new" and the program prompts me to select a button I nothing happens in CP Wizard when I do?

Also, why are joysticks showing up as large buttons rather than joysticks in Mame when paused?  I have proper label links attached to these .jpgs but then are showing up in Mame as just larger black buttons rather than the joystick picture I selected. 
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on May 27, 2009, 08:03:23 am
Ok, last night i was working on a keyboard hack...and when i finished I couldnt rememeber if you said cfg or ctlr...so I am going to try this when i get home later today...

Ok , so guide me on this...make sure this noob doesnt screw this up...

1) delete cfg files in my mame folder and then install Cp Wiz...
2) set my mame path up...
3) create a new layout using the x-arcade background and x-arcade layout.
4) make sure all keys controls are correct, save and then hit preview...

If buttons are still off, what can i do to correct them?
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 28, 2009, 05:43:20 am
1) Back up Mame's cfg folder somewhere
2) Delete the cfg folder
3) Make sure mame.ini is in the root of Mame's folder with the correct ctrlr file entry
4) Install & Run CPWizard
5) Set Mame paths correctly in Edit->Options->Mame Paths
6) Go to Edit->Options->Mame and set the "Mame Layout" to be "XArcade"
7) Select View->Preview

If the buttons are still off I don't know what you can do to correct them, because I have it displaying correctly here using the files you sent me. So it would mean your still doing something wrong.
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on May 28, 2009, 08:43:31 am
1) Back up Mame's cfg folder somewhere
2) Delete the cfg folder
3) Make sure mame.ini is in the root of Mame's folder with the correct ctrlr file entry
4) Install & Run CPWizard
5) Set Mame paths correctly in Edit->Options->Mame Paths
6) Go to Edit->Options->Mame and set the "Mame Layout" to be "XArcade"
7) Select View->Preview

If the buttons are still off I don't know what you can do to correct them, because I have it displaying correctly here using the files you sent me. So it would mean your still doing something wrong.


Did that exactly...and still isnt right....I cant figure out what it is that i am doing wrong...

3) Make sure mame.ini is in the root of Mame's folder with the correct ctrlr file entry

I will double check...but why....I thought the mame setup paths in CPWiz would see this? In Mame you have ini and ctrlr folders...
When you asked me for my files, that was where I got them from...
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 28, 2009, 07:20:07 pm
I will double check...but why....I thought the mame setup paths in CPWiz would see this? In Mame you have ini and ctrlr folders...
When you asked me for my files, that was where I got them from...

Typically mame.ini resides in the Mame's root folder but occationally people have them in the ini folder. I'm not sure why but it makes no differerence to Mame. Anyway I've updated CPWizard so it doesn't matter where it is now. It's still at version 2.20 though as I didn't bother updating it's version number.
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on May 29, 2009, 08:24:20 am
I did all that i could possiblily think in my head of what to do...placed the ini and ctrlr file where you told me...re-installed...everything...still no results...

I know i'm not the sharpest knife in the drawer, but I can still cut...
but I cant figure it out...

Neo-Geo Games button layout is all wrong and some of the buttons dont show for the regular six button config...( streetfighters) Arrrrrrgh! I give up... :banghead:

Only thing I can think of left is to just export batch and photoshop the correct button layout....one by one...see you when i am 87... :cry:
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 29, 2009, 09:05:58 am
Here are the same games using the config files you sent me. It looks to me like your still running an old version of CPWizard. Perhaps your downloading an older cached version or something?

Try the following link to make sure you don't get a cached version:

Download (http://members.iinet.net.au/~freeaxs/cpwizard/CPWizardSetup.exe?2)
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on May 29, 2009, 01:04:12 pm
The one that I downloaded , was the one off your site on 5-22-09...Maybe i must've downloaded it during the time you were doing the revision...

Common sense is telling me that is must have happened...but no lie, the one i download says 2.20...

I just downloaded the link you sent on previous post....i'll try it later tonight when i get home....

Ps...FYI....the link you sent me...I had to add ".exe" to the end of the file name...
Title: Re: CPWizard v2.20 Released
Post by: headkaze on May 30, 2009, 12:48:15 am
That is strange then garnerb350. Another thing to check is if you take a look at the attached screenshot you will see the keycodes circled in red end in PAD and not _PAD. (Eg. KEYCODE_8PAD not KEYCODE_8_PAD). Mame changed these keycodes and I had left some of the old ones in there which is what part of the recent update was supposed to fix. So if your layout doesn't have the keycodes like those in the screenshot then your using the older and incorrect XArcade.xml layout file.
Title: Re: CPWizard v2.19 Released
Post by: Tiger-Heli on May 30, 2009, 12:04:11 pm
Mame's pause key cannot be the same as CPWizard's Show Key. There is a technical reason for it which is not really worth explaining other than to say I've tried to get around it but have not found a way yet.
I need to get on-board with the latest CPW, but the above is only true for current MAME versions.  I use 0.113 and an older-ish 2.18 maybe CPW and have MAME Pause and CPW SHOW set to P and it works fine, so using an older MAME could work also.
Title: Re: CPWizard v2.19 Released
Post by: headkaze on May 30, 2009, 09:01:35 pm
Mame's pause key cannot be the same as CPWizard's Show Key. There is a technical reason for it which is not really worth explaining other than to say I've tried to get around it but have not found a way yet.
I need to get on-board with the latest CPW, but the above is only true for current MAME versions.  I use 0.113 and an older-ish 2.18 maybe CPW and have MAME Pause and CPW SHOW set to P and it works fine, so using an older MAME could work also.

This was only true for the pause feature which was only recently added to CPW and unpauses Mame without the need for the diff patch. You can still use the diff patch method and pause and unpause using the same button.
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on June 03, 2009, 08:35:13 am
Headkaze...sent ya the files you needed via email... Lets just say this smiley explains it all.... :dizzy:
Title: Re: CPWizard v2.20 Released
Post by: headkaze on June 03, 2009, 08:52:49 am
Headkaze...sent ya the files you needed via email... Lets just say this smiley explains it all.... :dizzy:

At least its working. So you have no idea why it suddenly started working? The Mortal Kombats should be displaying okay (as they do for me using your config). So as I said in email try restarting CPW.

If that doesn't work, I don't know? I think you have a gremlin in your machine  :o
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on June 03, 2009, 10:53:37 am
I'm thinking the same thing...I found chicken wings bones strewn in front of my cab this morning....
Title: Re: CPWizard v2.20 Released
Post by: garnerb350 on June 04, 2009, 08:50:34 am
Did a restart, nothing changed...oh and to clarify...it was just Ultimate MK 3 that had that problem...so far as I can tell everything else is ok...

Is there a way to modify what is listed for whatever particular game?

Like say I wanted different clones of the same game to have something different?

just an idea im thinking about....

 
Title: Re: CPWizard v2.20 Released
Post by: jasonbar on June 04, 2009, 11:34:48 pm
Hi Headkaze-

I just upgraded from 2.16 to 2.20.

I downloaded the new version to the same directory (after making a copy of 2.16 elsewhere).

I'm having trouble getting a preview to work in 2.20, though it still works fine in 2.16.

Please see attached.

1: I open CPW & see my beautiful layout

2: I choose View/Preview & see the list of games

3: I double-click a game & *POOF!* the layout & the preview pop back to some other layout.   ???


Please help explain what I'm doing wrong.

Thank you very much,
-Jason
Title: Re: CPWizard v2.20 Released
Post by: headkaze on June 05, 2009, 06:12:10 am
3: I double-click a game & *POOF!* the layout & the preview pop back to some other layout.   ???

Yes this one gets a few people but it's by design. Go into Options->Mame and place the layout you want to use in "Mame Layout"
Title: Re: CPWizard v2.20 Released
Post by: jasonbar on June 05, 2009, 02:27:47 pm
Thanks, that did the trick!  (of course)   :cheers:


As you can see, my layout's a bit crowded.

What are the odds of you adding functionality for being able to rotate labels?  Perhaps it's overkill to have a label be infinitely rotateable to any angle, but having a few directions: horizontal, 45 deg up, 45 deg down, vertical up, & vertical down would be handy.


Thank you,
-Jason
Title: Re: CPWizard v2.21 Released
Post by: headkaze on June 18, 2009, 01:56:08 pm
Version 2.21 Released

- Fixed bug in analog to digital mapping system
Title: Re: CPWizard v2.21 Released
Post by: TAG on August 20, 2009, 01:55:35 pm
Headkaze, you already know that I think CPWizard is an incredible program and that you provide invaluable services for this community, so I’ll jump right into the problem I’m having (but, for the record, CPWizard is awesome and you're an incredible help to the folks around here!).

The default button assignments on many fighting games need to be changed to make them more consistent with the original arcade controls.  So I’ve been making changes for awhile now using MAME’s ctrlr file.  For most games, CPWizard (version 2.21) has been displaying the changes correctly.  On a lot of fighting games, however, the buttons for Player 2 are messed up, even though the buttons for Player 1 show up just fine.

For example, in Mortal Kombat, here’s how Player 1 and Player 2 controls look with the default assignments:

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=90051.0;attach=129846;image)

To more accurately reflect the original controls, I made the following additions to the ctrlr file for Player 1 (all of which worked fine when testing in MAME):

Quote

            <port type="P1_BUTTON1">
                <newseq type="standard">
                    KEYCODE_LSHIFT
                </newseq>
            </port>
            <port type="P1_BUTTON2">
                <newseq type="standard">
                    KEYCODE_LALT OR KEYCODE_Z
                </newseq>
            </port>
            <port type="P1_BUTTON3">
                <newseq type="standard">
                    KEYCODE_X
                </newseq>
            </port>
            <port type="P1_BUTTON4">
                <newseq type="standard">
                    KEYCODE_LCONTROL
                </newseq>
            </port>
            <port type="P1_BUTTON5">
                <newseq type="standard">
                    KEYCODE_SPACE
                </newseq>
            </port>
            <port type="P1_BUTTON6">
                <newseq type="standard">
                    NONE
                </newseq>
            </port>


Those changes resulted in the following CPWizard display for Player 1, which is exactly how it should look:

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=90051.0;attach=129850;image)

I also made the following additions to the ctrlr file for Player 2 (again, all of which worked fine when testing in MAME):

Quote

            <port type="P2_BUTTON1">
                <newseq type="standard">
                    KEYCODE_W
                </newseq>
            </port>
            <port type="P2_BUTTON2">
                <newseq type="standard">
                    KEYCODE_I OR KEYCODE_S
                </newseq>
            </port>
            <port type="P2_BUTTON3">
                <newseq type="standard">
                    KEYCODE_K
                </newseq>
            </port>
            <port type="P2_BUTTON4">
                <newseq type="standard">
                    KEYCODE_A
                </newseq>
            </port>
            <port type="P2_BUTTON5">
                <newseq type="standard">
                    KEYCODE_Q
                </newseq>
            </port>
            <port type="P2_BUTTON6">
                <newseq type="standard">
                    NONE
                </newseq>
            </port>


Those changes resulted in the following CPWizard display for Player 2, which is...um...strange.

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=90051.0;attach=129848;image)

I’ve checked the CPWizard assignments, and everything looks like it should work fine.

Has anyone seen this problem before, or does anyone have any idea what could be wrong, or where I should look for the problem?  If you need any additional information or details, please ask.

Thanks in advance for your help!
Title: Re: CPWizard v2.21 Released
Post by: headkaze on August 21, 2009, 05:25:32 am
You can zip up your CPW layout file, ctrlr, and any cfg's and I will take a look when I get some time. Not sure if attachments are still not working here but you can e-mail them to me if you like.
Title: Re: CPWizard v2.21 Released
Post by: TAG on August 22, 2009, 02:49:39 am
You can zip up your CPW layout file, ctrlr, and any cfg's and I will take a look when I get some time. Not sure if attachments are still not working here but you can e-mail them to me if you like.

Thanks, email sent!
Title: Re: CPWizard v2.21 Released
Post by: headkaze on August 22, 2009, 04:11:19 am
Tried the files you sent and it worked fine for me (see attached image). So here are a few things I would check.

1. Make sure the ctrlr folder is correctly set in Edit->Options->Mame Folders
2. Make sure mame.ini is located in the root of your Mame folder. It should also have "ctrlr main" in it to specify your ctrlr file
3. You may need to delete the cfg\default.cfg. You shouldn't need one if your using a ctrlr file anyway

Give those a try and hopefully it should work. There is not a problem with the files you sent me so it must be some other configuration issue.
Title: Re: CPWizard v2.21 Released
Post by: TAG on August 22, 2009, 05:46:16 pm
Tried the files you sent and it worked fine for me (see attached image). So here are a few things I would check.

1. Make sure the ctrlr folder is correctly set in Edit->Options->Mame Folders
2. Make sure mame.ini is located in the root of your Mame folder. It should also have "ctrlr main" in it to specify your ctrlr file
3. You may need to delete the cfg\default.cfg. You shouldn't need one if your using a ctrlr file anyway

Give those a try and hopefully it should work. There is not a problem with the files you sent me so it must be some other configuration issue.

Thanks for taking a look.  I checked all those things, and there were no problems there.  I'll just use the work-around that I mentioned in my email.  Thanks again for the assist, and for the program!
Title: Re: CPWizard v2.21 Released
Post by: jasonbar on September 28, 2009, 01:32:00 am
Howdy-

Now that I've gotten all my oddball games squared away, I'm revisiting CPWizard (downloaded & installed 2.21 today) to get my control panel to pop up when launching a game from MaLa.


I've appended my extra games to mame.xml & controls.ini & history.dat so that MaLa displays them & their associated information properly.

I'm having trouble getting these extra games to show up in CPWizard.  When I look at View/Preview in CPW, the extra games don't show up in the preview list, & when I tried generating an export batch of files, they didn't appear also.

What file feeds the list of games that CPWizard displays?


Thanks,
-Jason
Title: Re: CPWizard v2.21 Released
Post by: headkaze on September 28, 2009, 07:33:31 am
CPWizard generates the file ListInfo.xml which contains all the data from Mame and from that it combines a bunch of different files into one xml called MiniInfo.xml. So the file you need to edit is MiniInfo.xml. Just be aware though that CPWizard will auto-generate a new MiniInfo.xml when it detects a new version of Mame or data file.
Title: Re: CPWizard v2.21 Released
Post by: jasonbar on September 28, 2009, 03:28:52 pm
Thank you very much for the info, Headkaze.

I definitely don't want to have my MiniInfo.xml file get overwritten automatically, so it would be swell to feed CPW what it needs to properly to generate (and regenerate in the future) MiniInfo.xml with my extra games.

Can you please give a little more detail on what files are read?  I've got mame.xml, control.ini, & history.dat all updated with the extra games, but CPW didn't include the extra games in LilstInfo.xml or MiniInfo.xml.


Thank you very much,
-Jason
Title: Re: CPWizard v2.21 Released
Post by: jasonbar on October 04, 2009, 06:29:32 pm
One more CPWizard quickie question, please.

I was transferring CPWizard to my cab & had trouble running it, so I tried to install a fresh copy.

Turns out I don't have .net 2.0 on my cab & with no internet connection (I keep my cab Windows install very minimal), the CPWizard installation program barfs when it tries to download dotnetfx.exe at the beginning of installation.


Headkaze, I found your link to the .net 2.0 download @ microsoft.com & am getting ready to install that onto my cab & then CPWizard.


But, my question is: what sort of resources does .net 2.0 require?

I found that it takes 280MB of hard drive space: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en#Requirements .  No problem there (unless it wants to go out to the internet during installation...).

And, more importanly, will installation of .net 2.0 use up some system resources & hinder my modest cab's PC & its running of MAME & MaLa in any way?  I'm running Win XP Pro SP2 on a P4 1.5GHz.  I've been through the Wikipedia entry (http://en.wikipedia.org/wiki/.NET_Framework) & almost all of it is over my head, so I wanted to get a BYOAC opinion before plunging in.


Thank you very much,
-Jason
Title: Re: CPWizard v2.21 Released
Post by: headkaze on October 04, 2009, 06:44:08 pm
There are quite a number of apps and utils written in .NET so I would recommend you install at least .NET 2.0 runtimes. People who write native code tend to fear monger with "dependancies" like their some big bloated boogy man who's going to slow your PC. The truth is installing .NET will have 0% effect on your system performance.

CPWizard does use a bit of RAM though but that's because it stores MAME info in memory. I did address that issue with the "Dynamic Data Loading" feature with a speed compomise. Just try it out, it really shouldn't be a problem, and I probably wouldn't bother with the dynamic option if you have at least 512MB of RAM.

If you don't want MiniInfo.xml being overwritten I guess you could set it to be read only (right click on it->properties and tick read only)
Title: Re: CPWizard v2.21 Released
Post by: jasonbar on October 04, 2009, 09:45:18 pm
Thanks for your help.  I installed .net 2.0 & CPW 2.21 on my cab.

Still configuring & fussing & making my layout.  So far so good.

Oh, and I have exactly 512MB of RAM on my cab PC, so I'm running a bit on the weak side.  I should look into more RAM one of these days--I'm sure it would be dirt cheap to up it to 1GB.


Thanks for the read-only tip too.  Sounds like a plan.   :cheers:


Thanks,
-Jason
Title: Re: CPWizard v2.21 Released
Post by: jasonbar on October 07, 2009, 02:15:57 am
Howdy Headkaze-

I've got CPWizard pretty much up & running but have a handful of issues.  Sorry if this is a big hunk o' questions all at once.   ;D

1 - Mouse cursor shows when CPW is displayed.  No combination of "Enable", "Hide Mouse Cursor", & "Move Mouse Offscreen" in the "Hide Desktop Options" section of the "General" tab works.  Note that I have a custom animated Space Invader mouse, but the mouse is cursor is still
 
2 - Can CPW be set so that any key will exit it?  (both for showing CPW when launching game from MaLa & for showing CPW from within MAME).  I'd like the user to be able to hit any key to exit.  Is there a code for "any key", or must I enter every button sequentially in the "Exit Key" box in the "Input" tab?
 
3 - I have MaLa set to show CPW shows when launching a game.  While CPW is showing the controls, the mouse is still active & moving the mouse will scroll MaLa the game list "behind the scenes".  I hear the sound corresponding to scrolling the MaLa menu, & then when game launches, it's not the same game I selected, because the MaLa menu has scrolled while I was looking @ CPWizard!

4 - If playing a MAME game w/ a bezel, after showing CPWizard & hiding CPWizard, there are no more graphics inside the bezel (bezel still shows, though).  I'm using 115 with the hiscore patch & compiled to be optimized for my PC's processor.



Thanks--fancy program--I hope you can help me with these issues.


Thanks,
-Jason
Title: Re: CPWizard v2.21 Released
Post by: headkaze on October 19, 2009, 02:39:12 am
CPWizard v2.3 Released

- Multi-Layouts
- Sub Screen Display
- Auto Show
- Advanced Layouts

This is quite a big update done over the weekend adding some features I've been promising for a while now. Thought it was about time to put them in.

The first new feature is Multi-Layout support which means you can have layouts with multiple screens. Just name your layout with a " (n)" (including leading space) at the end of the filename and you can use the joystick to rotate through them by moving left and right. Eg. "My CP (0).xml", "My CP (1).xml", "My Cp (2).xml" etc. This is for people who have complex panels that require lots of labels. You can split your panel up into sections or show multiple controls such as gamepads on seperate screens.

The second new feature is Sub Screen which can display layouts on a secondary monitor. This can be used in conjunction with Multi-Layout's which will rotate through the screens while MAME is running (and other Emulators but haven't tested it yet). You can display any layout including the new Advanced Layouts (more on that below).

Auto Show allows CPW to show itself when MAME has been detected. You no longer need to send CPW command line args for it to show before MAME. Now it will detect MAME has launched, minimize it and show the CP for a set period. After the set timeout it will hide CPW and maximize MAME. If you press a button while it's showing you can exit back to the menu or set it to close (check out the Data tab in Options for configuring this as well as in Display options).

Finally Advanced Layouts allow for more complex layouts that include information such as Hall of Fame stars, status bars, display info (like the built in GameInfo). You can also display images such as snaps, titles, cpanel's, marquee's etc by using special built in image types (Eg. IMAGE_CABINET, IMAGE_CPANEL, IMAGE_FLYER, IMAGE_ICON, IMAGE_MARQUEE, IMAGE_PCB, IMAGE_PREVIEW, IMAGE_SELECT, IMAGE_SNAP, IMAGE_TITLE). You can move and size them as standard Image objects but when displayed will replace the images for the current game. These can be used in conjunction with the Sub Screen and Multi-Layout features to have whatever info you want displaying on a secondard monitor.

One thing that didn't quite make it into this release is a feature I plan for the future and that is for people with secondary monitors that want the full CPW menu available at all times. The Sub Screen feature will eventually be expanded to support the full menu system using custom defined controls. This would probably be most practical to control the menu using the shift feature of the IPAC so you can hold a key and use the joystick to browse the menus on the secondard screen while MAME is running.

If you have any problems please post your full CPWizard.log (and perhaps temporarily put the log in Verbose mode to get any additional info).
Title: Re: CPWizard v2.3 BETA Released (BIG UPDATE!)
Post by: arzoo on October 19, 2009, 09:34:00 am
Very nice!  :cheers:
Title: Re: CPWizard v2.3 BETA Released (BIG UPDATE!)
Post by: headkaze on October 20, 2009, 04:44:11 am
Very nice!  :cheers:

I don't know where you find beta testers arzoo! I'm taking it out of beta because people don't seem to want to download beta's which means I don't have anyone reporting problems. Anyway I did do quite a bit of testing myself so it should be okay.
Title: Re: CPWizard v2.3 BETA Released (BIG UPDATE!)
Post by: Fyrecrypts on October 20, 2009, 06:13:20 am
Very nice!  :cheers:

I don't know where you find beta testers arzoo! I'm taking it out of beta because people don't seem to want to download beta's which means I don't have anyone reporting problems. Anyway I did do quite a bit of testing myself so it should be okay.

No kidding, I think I have to take GHOST out of alpha just to get some more info on it. Well, when I have the time to start developing again. Great update!
Title: Re: CPWizard v2.3 Released
Post by: garwil on October 22, 2009, 07:11:59 pm
Headkaze,

My PC's been offline for a while but I'm back up and running again! Where can I download the beta?

The new features sound awesome, am I sensing a little bit of preliminary support for a possibly-in-the-works controls.dat for consoles?  ;)

I really wanna get my version of controls.dat ready for release soon, and then hopefully move on to the afore-mentioned project!

;D
Title: Re: CPWizard v2.3 BETA Released (BIG UPDATE!)
Post by: arzoo on October 23, 2009, 08:53:48 am
I don't know where you find beta testers arzoo! I'm taking it out of beta because people don't seem to want to download beta's which means I don't have anyone reporting problems. Anyway I did do quite a bit of testing myself so it should be okay.

I think users fall into three categories - set and forget, constant tweakers, and new users. It's the tweaker guys who end up being the best beta testers. But I think most users fall into the first group and unless there's a new feature they really want they don't upgrade.
Title: Re: CPWizard v2.3 Released
Post by: headkaze on October 24, 2009, 03:27:20 pm
The new features sound awesome, am I sensing a little bit of preliminary support for a possibly-in-the-works controls.dat for consoles?  ;)

CPWizard has supported this for a while now via label files. They are just simple ini files with label=value. You can set up an entry in the ini file and place whatever labels you like. The main problem is that some emulators don't like being minimized but you can always show CPW before launching the game. I really don't have the time to go through all the different emulators and test which ones work and don't work. If someone wants to spend the time creating emu profiles and label files I'm happy to add them to the official CPW dist.

I think users fall into three categories - set and forget, constant tweakers, and new users. It's the tweaker guys who end up being the best beta testers. But I think most users fall into the first group and unless there's a new feature they really want they don't upgrade.

I was probably been a little too impatient, but it's funny because more often than not no reply means "no bugs found". If there's a problem there's more chance of someone posting than if it's running fine lol. I think I should make a video and post it on YouTube or something because the Sub Screen feature looks pretty sweet running on a secondary monitor.
Title: Re: CPWizard v2.3 Released
Post by: headkaze on October 24, 2009, 06:08:21 pm
Added a video to the first post showing some of the new features.
Title: Re: CPWizard v2.3 Released
Post by: Kong Jnr. on October 29, 2009, 06:28:21 pm
Awesome update headkaze, though I'm having some trouble with the sub display. Am I right in thinking it's possible to have a layout stay up on the sub display while MAME is running it's game, i.e playing Galaga on the main screen and having the Marquee and controls stay up on the sub screen?
Title: Re: CPWizard v2.3 Released
Post by: headkaze on October 29, 2009, 07:40:55 pm
Awesome update headkaze, though I'm having some trouble with the sub display. Am I right in thinking it's possible to have a layout stay up on the sub display while MAME is running it's game, i.e playing Galaga on the main screen and having the Marquee and controls stay up on the sub screen?

Yes, that is what Sub Screen is. Do you have a secondary display set up as an "extended desktop"? Then it should be a matter of setting it in the display settings (usually \\.\DISPLAY2). You don't explain what trouble your having. Are you getting any errors in CPWizard.log?
Title: Re: CPWizard v2.3 Released
Post by: Kong Jnr. on October 29, 2009, 08:17:08 pm
Sorry, posted before morning coffee so was vague.  :embarassed:

I'm not getting any errors in the CPWizard.log, though my problem is that I can't get the Sub Screen to display at all. I've got the two monitors set up as extended desktop and have no trouble getting the primary layout to show up on the second display if I set Options>Display>Screen>\\.\DISPLAY2.

I've got subscreen enabled in Options>Display>Sub Screen and have set it to \\.\DISPLAY2 however the second display doesn't respond (desktop image is still visible). If I set the Sub Screen to be \\.\DISPLAY1 it still doesn't show up.

I've selected a basic artwork layout for the sub screen in Options>Mame and have also tried using the built in Mame layout for it.

Are there any lines in the MAME.ini that need changing?

I'm running MAME 0.134u3 with the hiscore diff on Windows 7. I'm also running MAME and CPWizard 2.3 in XP compatibility mode.
Title: Re: CPWizard v2.3 Released
Post by: headkaze on October 31, 2009, 04:49:22 am
You shouldn't need to run CPW in XP compatibility mode as it's a .NET app. I am a little confused about why the sub screen is not showing. Are you using a different resolution for your secondary monitor? If you run a MAME game from command line while CPW is minimized to the icon tray does the sub screen window appear then? Are you doing any tests via Remote Desktop because Sub Screen will turn itself off if it doesn't detect a secondary monitor.
Title: Re: CPWizard v2.3 Released
Post by: Kong Jnr. on October 31, 2009, 08:34:33 am
The main screen (\\.\DISPLAY1) is running at 1680x1050 while the Sub Screen designated display (\\.\DISPLAY2) is running at 1024x768. I'm running directly on the machine rather than through VNC or remote desktop software.

I've been running CPW minimized and then running MAME and selecting the game from it's UI, all as native as I can, though i'll gladly try any other methods.

I'll try run some tests tomorrow on an XP machine and see if that sheds any light on it.

Will get back to you.

Cheers.
Title: Re: CPWizard v2.3 Released
Post by: headkaze on October 31, 2009, 07:09:21 pm
I just tried running my secondary on a lower res and the Sub Screen displayed fine. Hmm.. well when you get the chance to test again try turning off the "Loading Screens" in Display options.
Title: Re: CPWizard v2.3 Released
Post by: Kong Jnr. on November 01, 2009, 12:18:23 am
Gave that a shot but didn't seem to affect it.

I booted up an old XP machine and gave it a go on there but got the same results.

Could it be something to do with my MAME paths?

I'll keep trying a few things and let you know. It's no doubt something in my setup missing or incorrect.
Title: Re: CPWizard v2.3 Released
Post by: headkaze on November 02, 2009, 09:27:41 pm
I forgot to ask what version of MAME are you running? This feature currently only works with the MAME Output System which was introduced in Mame 0108.
Title: Re: CPWizard v2.3 Released
Post by: Kong Jnr. on November 03, 2009, 06:03:21 am
I'm running MAME 0.134u3, might give 0.135 a shot in the morning as well as some older versions and trying out the different trigger modes and see if I can get to the bottom of it.
Title: Re: CPWizard v2.3 Released
Post by: Neverending Project on November 12, 2009, 01:13:45 pm
I finally got a chance to work with CPWizard a bit...  :applaud: Thank you for a great program that adds a lot to my game experience!

I am still working on my setup and I have it set to show CPWizard when you launch a game and when you pause a game. I noticed that I can see some Windows appearing and minimizing for a moment when CPWizard launches and hides itself. I think one of them said something like .NET on the title bar. Is this normal, or is there anything I can do to prevent them from being seen?

I am working on a modular control panel, and your software is a life saver, not to mention a "must-have". Thanks again!
Title: Re: CPWizard v2.3 Released
Post by: Thurman on December 05, 2009, 12:08:37 pm
I forgot to ask what version of MAME are you running? This feature currently only works with the MAME Output System which was introduced in Mame 0108.

I really like the new subscreen functionality and I've got a question.... I'm running Mame 0.89 but I only want the subscreen to display the control panel.  Is the MAME Output System still required for that?
Title: Re: CPWizard v2.3 Released
Post by: Thurman on December 10, 2009, 11:10:24 pm
Is it possible to use the subscreen to display control panels for consoles?
Title: Re: CPWizard v2.3 Released
Post by: Necro on February 12, 2010, 09:14:03 am
I was wondering if a diff file exists to do the image display during pause in MAME for 0.136?  I'd LOVE to integrate this in (I'd like to have it display an image from another folder than bezels if possible) but since my cab is a mirror cab it's either use flipped images or...CPWizard outputs mirrored output.  Which I don't believe it does at this point and seems to be difficult to code in depending on how the app is coded.

(Note that I tried the .121 diff and it doesn't seem to  be working...not sure why...bezels aren't appearing/disappearing on pause in games that have them...or CPs.)
Title: Re: CPWizard v2.3 Released
Post by: headkaze on February 13, 2010, 04:35:01 am
Just updated CPWizard to add a FlipX and FlipY in Display Options. That should do what you need it to do.. :cheers:
Title: Re: CPWizard v2.3 Released
Post by: Necro on February 13, 2010, 11:04:54 am
 :o

Seriously?  Sweet holy jesus.  Does CPW take advantage of some MAME ability to do that?  Did you code it in?

And thanks - thank you SO much.



Title: Re: CPWizard v2.3 Released
Post by: Necro on February 13, 2010, 04:20:30 pm
-- Can't delete my post - was user error it seems :) .  Need to clear out settings for this new version it seems.  Also, this program is freaking great.  I love having all that info at my fingertips on the cab.

Now...I just need to figure out the point of the IRC thing and how hiscore and the ratings for if a game works or not works/comes from :)
Title: Re: CPWizard v2.3 Released
Post by: headkaze on February 13, 2010, 05:51:31 pm
:o

Seriously?  Sweet holy jesus.  Does CPW take advantage of some MAME ability to do that?  Did you code it in?

And thanks - thank you SO much.

I added support for it just for you. I don't always have time to do that but you seemed pretty eager :)

I will update the bezel patch too some time..
Title: Re: CPWizard v2.3 Released
Post by: Necro on February 13, 2010, 07:50:40 pm
You sir...you f-ing rock.  You get a credit in/on/whatever my cab. :)  Seriously...thank you again so much.  With all the hassle it has been getting this cab, software-wise, where I want it...you made something that could have been a serious PITA a breeze...
Title: Re: CPWizard v2.3 Released
Post by: Necro on February 14, 2010, 11:10:59 am
Ok, few things I'm trying to just wrap my head around:

- Previews: Are these movies/videos? 
- Story.dat: Are these purely for use through MAMEScore.arcadehits.net?  If so, it's very french and I'm just wondering if this integrates into MAME somehow (which would be cool) or if it's something you have to setup special to do 'score runs'.
- Where do the scores for how complete/accurate a game is come from?
- Once everything is set for a MAME version, is there any benefit in updating any of the info files? (i.e. should I be regularly grabbing controls.ini or something similar?) 
Title: Re: CPWizard v2.3 Released
Post by: Necro on February 19, 2010, 12:21:59 pm
Headkaze - just wondering, but the method you used to flip CPWizard...is that something that could be used to make the current screen/display a DirectX layer or something like that, then flip it using the video card?  Basically, redirect all output through a flip filter or something similar?

(My knowledge of any of this is absolutely nil, but I WILL learn if that's possible and it wouldn't make the computer crawl...)
Title: Re: CPWizard v2.3 Released
Post by: jasonbar on March 13, 2010, 08:34:15 pm
Howdy Headkaze-

A quickie easy CPW question for you:

As I understand it, CPW loads up MiniInfo.xml when it starts up.  It's loading up a loooooong file & takes a good minute or so on my weak computer before MaLa is responsive (both MaLa & CPW launch simultaneously...pretty much).

If I trim down my MiniInfo.xml file to include data only for the games I have on my cabinet, will CPW start up faster?


Thanks!
-Jason
Title: Re: CPWizard v2.3 Released
Post by: headkaze on March 16, 2010, 11:04:40 pm
If I trim down my MiniInfo.xml file to include data only for the games I have on my cabinet, will CPW start up faster?

Sorry for being so late to reply.. very busy lately.. unfortunately there is alot of data in MiniInfo.xml even when it cuts out the "fat" from GameInfo.xml. So unfortunately it will take a bit (only a few seconds on most PC's). On slower machines you may want to try Johnny 5.

Headkaze - just wondering, but the method you used to flip CPWizard...is that something that could be used to make the current screen/display a DirectX layer or something like that, then flip it using the video card?  Basically, redirect all output through a flip filter or something similar?

(My knowledge of any of this is absolutely nil, but I WILL learn if that's possible and it wouldn't make the computer crawl...)

Unfortunately I can only make CPWizard's display flip, not the entire screen - the video card would need to do that. I know video cards can rotate displays, perhaps they can mirror them too?
Title: Re: CPWizard v2.3 Released
Post by: Invincer on March 28, 2010, 01:20:56 pm
Has anyone else had the same issues described earlier in this post (or know of a fix) when the display2 does not seem to work at all?
Title: Re: CPWizard v2.3 Released
Post by: headkaze on March 28, 2010, 03:26:27 pm
I would really like to get to the bottom of this.. I did find a bug, so can you download CPW again from my website (should be v2.34 when you run it but haven't updated the website yet only the download).

I just tested it with my secondary monitor at a different resolution to my primary and it worked okay for me so that should not be a problem.

Just do me a favour and run CPW enable the Sub Screen display then minimize CPW and run Mame from command line (Eg. mame 1942) then quit Mame and run another game (Eg. mame sf2). See if the secondary screen is trying to pop up. If not see if you can use alt tab to maximise it.
Title: Re: CPWizard v2.3 Released
Post by: Invincer on March 28, 2010, 03:46:26 pm
Tried out those steps exactly as you said, unfortunately the problems remain, the smaller display is extended to the top over my main monitor at a different resolution. It did not work for me on xp, and now I have upgraded to win 7, but the same problem. it doesn't even try to display. On xp i had to use marquee magician and it worked fine, haven't tried that yet on 7. either way, cpwizard for some odd reason does not want to recognize my secondary display :(
Title: Re: CPWizard v2.3 Released
Post by: headkaze on March 28, 2010, 04:06:25 pm
In display options can you select it as \\.\DISPLAY2?

Is the window there and just not maximized? ie. Is it in the task bar? Can you alt-tab to it?
Title: Re: CPWizard v2.3 Released
Post by: Invincer on March 28, 2010, 05:16:59 pm
EDIT:

Had another probem on new install of it rotating and had set the autorotate on so that made it do it. Had thought the autorotate was for the second monitor, but cpwiz isnt outputting to the 2nd monitor anyways, so I had yet to see what that setting coud do.

Is there anything I could put into the config to try on the subscreen or anything? Tried it every which way I could think of :(

Nope, no signs of the 2nd display window on taskbar by alt/tab, nowhere. :(
Title: Re: CPWizard v2.3 Released
Post by: headkaze on March 28, 2010, 06:46:31 pm
So I'm assuming your Display Options are like the ones attached?

Try turning off "Show Loading Screens" I know they messed with some people before.

Also what version of MAME are you using? If it's really old then it won't recieve the messages from MAME that a game has launched. Right now it has to use MAME's Output System to work which is 0.108 or greater only.
Title: Re: CPWizard v2.3 Released
Post by: Invincer on March 28, 2010, 07:08:49 pm
Tried numerous variations, with loading and without, with both mame 136 and 137. Both on xp and win7... i guess it is just something having to do with my dual monitor set up. <SIGH>... loved the idea but I may just have to settle for the marquee magician solution :(
Title: Re: CPWizard v2.3 Released
Post by: headkaze on March 28, 2010, 07:38:37 pm
You still haven't answered any of my questions.. do you get \\.\DISPLAY2 listed as an option?

I'm sure it's something simple but it is very hard to fix without getting any information to work with. Can you also post your CPWizard.log for me after you've run CPW and then run a game with the Sub Screen options sets.

BTW What kind of display is it? What resolution?
Title: Re: CPWizard v2.3 Released
Post by: Invincer on March 28, 2010, 08:27:10 pm
Sorry, thought I mentioned the \\.\DISPLAY2 part... it is listed and selected and by all accounts should work if it does for everyone else... but somehow it doesn't. The secondary is a 7.5 inch lilliput touchscreen, 848 by 480 resolution.

(http://i43.tinypic.com/alom4z.png)



Code: [Select]
[9596] 3/28/2010 8:07:28 PM: MISC_GAME_NAME
[9596] 3/28/2010 8:07:28 PM: MISC_MISC_DETAILS
[9596] 3/28/2010 8:07:28 PM: MISC_NUM_PLAYERS
[9596] 3/28/2010 8:07:28 PM: KEYCODE_1
[9596] 3/28/2010 8:07:28 PM: KEYCODE_2
[9596] 3/28/2010 8:07:28 PM: KEYCODE_3
[9596] 3/28/2010 8:07:28 PM: KEYCODE_5
[9596] 3/28/2010 8:07:28 PM: KEYCODE_ESC
[9596] 3/28/2010 8:07:28 PM: KEYCODE_6
[9596] 3/28/2010 8:07:28 PM: KEYCODE_7
[9596] 3/28/2010 8:07:28 PM: KEYCODE_0
[9596] 3/28/2010 8:07:28 PM: KEYCODE_Z
[9596] 3/28/2010 8:07:28 PM: KEYCODE_9
[9596] 3/28/2010 8:07:28 PM: KEYCODE_7
[9596] 3/28/2010 8:07:28 PM: KEYCODE_UP
[9596] 3/28/2010 8:07:28 PM: KEYCODE_LEFT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_RIGHT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_DOWN
[9596] 3/28/2010 8:07:28 PM: GROUP_1
[9596] 3/28/2010 8:07:28 PM: KEYCODE_F2
[9596] 3/28/2010 8:07:28 PM: KEYCODE_X
[9596] 3/28/2010 8:07:28 PM: KEYCODE_LSHIFT
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_4_YAXIS_NEG_SWITCH
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_4_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_4_XAXIS_NEG_SWITCH
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_4_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:07:28 PM: GROUP_2
[9596] 3/28/2010 8:07:28 PM: KEYCODE_U
[9596] 3/28/2010 8:07:28 PM: KEYCODE_O
[9596] 3/28/2010 8:07:28 PM: KEYCODE_C
[9596] 3/28/2010 8:07:28 PM: KEYCODE_Y
[9596] 3/28/2010 8:07:28 PM: GROUP_3
[9596] 3/28/2010 8:07:28 PM: KEYCODE_T
[9596] 3/28/2010 8:07:28 PM: KEYCODE_E
[9596] 3/28/2010 8:07:28 PM: KEYCODE_J
[9596] 3/28/2010 8:07:28 PM: KEYCODE_N
[9596] 3/28/2010 8:07:28 PM: KEYCODE_M
[9596] 3/28/2010 8:07:28 PM: KEYCODE_V
[9596] 3/28/2010 8:07:28 PM: KEYCODE_B
[9596] 3/28/2010 8:07:28 PM: KEYCODE_MINUS
[9596] 3/28/2010 8:07:28 PM: KEYCODE_B
[9596] 3/28/2010 8:07:28 PM: GROUP_4
[9596] 3/28/2010 8:07:28 PM: GROUP_5
[9596] 3/28/2010 8:07:28 PM: GROUP_6
[9596] 3/28/2010 8:07:28 PM: KEYCODE_UP
[9596] 3/28/2010 8:07:28 PM: GROUP_7
[9596] 3/28/2010 8:07:28 PM: GROUP_8
[9596] 3/28/2010 8:07:28 PM: GROUP_9
[9596] 3/28/2010 8:07:28 PM: KEYCODE_LEFT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_RIGHT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_DOWN
[9596] 3/28/2010 8:07:28 PM: KEYCODE_7
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_4_BUTTON1
[9596] 3/28/2010 8:07:28 PM: KEYCODE_H
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_4_BUTTON2
[9596] 3/28/2010 8:07:28 PM: KEYCODE_Z
[9596] 3/28/2010 8:07:28 PM: KEYCODE_0
[9596] 3/28/2010 8:07:28 PM: KEYCODE_9
[9596] 3/28/2010 8:07:28 PM: KEYCODE_F
[9596] 3/28/2010 8:07:28 PM: KEYCODE_D
[9596] 3/28/2010 8:07:28 PM: KEYCODE_G
[9596] 3/28/2010 8:07:28 PM: KEYCODE_R
[9596] 3/28/2010 8:07:28 PM: KEYCODE_ENTER
[9596] 3/28/2010 8:07:28 PM: KEYCODE_Q
[9596] 3/28/2010 8:07:28 PM: KEYCODE_S
[9596] 3/28/2010 8:07:28 PM: KEYCODE_I
[9596] 3/28/2010 8:07:28 PM: KEYCODE_A
[9596] 3/28/2010 8:07:28 PM: KEYCODE_W
[9596] 3/28/2010 8:07:28 PM: KEYCODE_RSHIFT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_9
[9596] 3/28/2010 8:07:28 PM: KEYCODE_7
[9596] 3/28/2010 8:07:28 PM: KEYCODE_H
[9596] 3/28/2010 8:07:28 PM: KEYCODE_A
[9596] 3/28/2010 8:07:28 PM: KEYCODE_I
[9596] 3/28/2010 8:07:28 PM: KEYCODE_Q
[9596] 3/28/2010 8:07:28 PM: KEYCODE_S
[9596] 3/28/2010 8:07:28 PM: KEYCODE_L
[9596] 3/28/2010 8:07:28 PM: KEYCODE_STOP
[9596] 3/28/2010 8:07:28 PM: KEYCODE_COMMA
[9596] 3/28/2010 8:07:28 PM: KEYCODE_MINUS
[9596] 3/28/2010 8:07:28 PM: KEYCODE_COLON
[9596] 3/28/2010 8:07:28 PM: KEYCODE_INSERT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_K
[9596] 3/28/2010 8:07:28 PM: KEYCODE_END
[9596] 3/28/2010 8:07:28 PM: KEYCODE_ENTER
[9596] 3/28/2010 8:07:28 PM: KEYCODE_RSHIFT
[9596] 3/28/2010 8:07:28 PM: KEYCODE_ESC
[9596] 3/28/2010 8:07:28 PM: KEYCODE_OPENBRACE
[9596] 3/28/2010 8:07:28 PM: KEYCODE_CLOSEBRACE
[9596] 3/28/2010 8:07:28 PM: KEYCODE_SLASH
[9596] 3/28/2010 8:07:28 PM: KEYCODE_BACKSLASH
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_8_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:07:28 PM: MOUSECODE_8_YAXIS_NEG_SWITCH
[9596] 3/28/2010 8:07:28 PM: GROUP_10
[9596] 3/28/2010 8:07:28 PM: GROUP_10
[9596] 3/28/2010 8:07:52 PM: MISC_GAME_NAME
[9596] 3/28/2010 8:07:52 PM: MISC_MISC_DETAILS
[9596] 3/28/2010 8:07:52 PM: MISC_NUM_PLAYERS
[9596] 3/28/2010 8:07:52 PM: KEYCODE_1
[9596] 3/28/2010 8:07:52 PM: KEYCODE_2
[9596] 3/28/2010 8:07:52 PM: KEYCODE_3
[9596] 3/28/2010 8:07:52 PM: KEYCODE_5
[9596] 3/28/2010 8:07:52 PM: KEYCODE_ESC
[9596] 3/28/2010 8:07:52 PM: KEYCODE_6
[9596] 3/28/2010 8:07:52 PM: KEYCODE_7
[9596] 3/28/2010 8:07:52 PM: KEYCODE_0
[9596] 3/28/2010 8:07:52 PM: KEYCODE_Z
[9596] 3/28/2010 8:07:52 PM: KEYCODE_9
[9596] 3/28/2010 8:07:52 PM: KEYCODE_7
[9596] 3/28/2010 8:07:52 PM: KEYCODE_UP
[9596] 3/28/2010 8:07:52 PM: KEYCODE_LEFT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_RIGHT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_DOWN
[9596] 3/28/2010 8:07:52 PM: GROUP_1
[9596] 3/28/2010 8:07:52 PM: KEYCODE_F2
[9596] 3/28/2010 8:07:52 PM: KEYCODE_X
[9596] 3/28/2010 8:07:52 PM: KEYCODE_LSHIFT
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_4_YAXIS_NEG_SWITCH
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_4_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_4_XAXIS_NEG_SWITCH
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_4_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:07:52 PM: GROUP_2
[9596] 3/28/2010 8:07:52 PM: KEYCODE_U
[9596] 3/28/2010 8:07:52 PM: KEYCODE_O
[9596] 3/28/2010 8:07:52 PM: KEYCODE_C
[9596] 3/28/2010 8:07:52 PM: KEYCODE_Y
[9596] 3/28/2010 8:07:52 PM: GROUP_3
[9596] 3/28/2010 8:07:52 PM: KEYCODE_T
[9596] 3/28/2010 8:07:52 PM: KEYCODE_E
[9596] 3/28/2010 8:07:52 PM: KEYCODE_J
[9596] 3/28/2010 8:07:52 PM: KEYCODE_N
[9596] 3/28/2010 8:07:52 PM: KEYCODE_M
[9596] 3/28/2010 8:07:52 PM: KEYCODE_V
[9596] 3/28/2010 8:07:52 PM: KEYCODE_B
[9596] 3/28/2010 8:07:52 PM: KEYCODE_MINUS
[9596] 3/28/2010 8:07:52 PM: KEYCODE_B
[9596] 3/28/2010 8:07:52 PM: GROUP_4
[9596] 3/28/2010 8:07:52 PM: GROUP_5
[9596] 3/28/2010 8:07:52 PM: GROUP_6
[9596] 3/28/2010 8:07:52 PM: KEYCODE_UP
[9596] 3/28/2010 8:07:52 PM: GROUP_7
[9596] 3/28/2010 8:07:52 PM: GROUP_8
[9596] 3/28/2010 8:07:52 PM: GROUP_9
[9596] 3/28/2010 8:07:52 PM: KEYCODE_LEFT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_RIGHT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_DOWN
[9596] 3/28/2010 8:07:52 PM: KEYCODE_7
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_4_BUTTON1
[9596] 3/28/2010 8:07:52 PM: KEYCODE_H
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_4_BUTTON2
[9596] 3/28/2010 8:07:52 PM: KEYCODE_Z
[9596] 3/28/2010 8:07:52 PM: KEYCODE_0
[9596] 3/28/2010 8:07:52 PM: KEYCODE_9
[9596] 3/28/2010 8:07:52 PM: KEYCODE_F
[9596] 3/28/2010 8:07:52 PM: KEYCODE_D
[9596] 3/28/2010 8:07:52 PM: KEYCODE_G
[9596] 3/28/2010 8:07:52 PM: KEYCODE_R
[9596] 3/28/2010 8:07:52 PM: KEYCODE_ENTER
[9596] 3/28/2010 8:07:52 PM: KEYCODE_Q
[9596] 3/28/2010 8:07:52 PM: KEYCODE_S
[9596] 3/28/2010 8:07:52 PM: KEYCODE_I
[9596] 3/28/2010 8:07:52 PM: KEYCODE_A
[9596] 3/28/2010 8:07:52 PM: KEYCODE_W
[9596] 3/28/2010 8:07:52 PM: KEYCODE_RSHIFT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_9
[9596] 3/28/2010 8:07:52 PM: KEYCODE_7
[9596] 3/28/2010 8:07:52 PM: KEYCODE_H
[9596] 3/28/2010 8:07:52 PM: KEYCODE_A
[9596] 3/28/2010 8:07:52 PM: KEYCODE_I
[9596] 3/28/2010 8:07:52 PM: KEYCODE_Q
[9596] 3/28/2010 8:07:52 PM: KEYCODE_S
[9596] 3/28/2010 8:07:52 PM: KEYCODE_L
[9596] 3/28/2010 8:07:52 PM: KEYCODE_STOP
[9596] 3/28/2010 8:07:52 PM: KEYCODE_COMMA
[9596] 3/28/2010 8:07:52 PM: KEYCODE_MINUS
[9596] 3/28/2010 8:07:52 PM: KEYCODE_COLON
[9596] 3/28/2010 8:07:52 PM: KEYCODE_INSERT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_K
[9596] 3/28/2010 8:07:52 PM: KEYCODE_END
[9596] 3/28/2010 8:07:52 PM: KEYCODE_ENTER
[9596] 3/28/2010 8:07:52 PM: KEYCODE_RSHIFT
[9596] 3/28/2010 8:07:52 PM: KEYCODE_ESC
[9596] 3/28/2010 8:07:52 PM: KEYCODE_OPENBRACE
[9596] 3/28/2010 8:07:52 PM: KEYCODE_CLOSEBRACE
[9596] 3/28/2010 8:07:52 PM: KEYCODE_SLASH
[9596] 3/28/2010 8:07:52 PM: KEYCODE_BACKSLASH
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_8_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:07:52 PM: MOUSECODE_8_YAXIS_NEG_SWITCH
[9596] 3/28/2010 8:07:52 PM: GROUP_10
[9596] 3/28/2010 8:07:52 PM: GROUP_10
[9596] 3/28/2010 8:08:06 PM: OnMameStart (MameManager) -> OnMameStart
[9596] 3/28/2010 8:08:06 PM: OnMameStart (MameManager) -> GameName: 1942
[9596] 3/28/2010 8:08:06 PM: SkipDisclaimer (MameManager) -> SkipDisclaimer
[9596] 3/28/2010 8:08:06 PM: ShowSub (ProgramManager) -> Show
[9596] 3/28/2010 8:08:06 PM: ShowSub (ProgramManager) -> Mame Running
[9596] 3/28/2010 8:08:06 PM: ShowSub (ProgramManager) -> Searching for Mame
[9596] 3/28/2010 8:08:06 PM: FindMame (MameManager) -> Mame Running hWnd: 0x3672136
[9596] 3/28/2010 8:08:06 PM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=1280,Height=720}
[9596] 3/28/2010 8:08:06 PM: FindMame (MameManager) -> Command Line: mame64  1942
[9596] 3/28/2010 8:08:06 PM: ShowSub (ProgramManager) -> Game Found: 1942
[9596] 3/28/2010 8:08:06 PM: ShowSub (ProgramManager) -> Getting Game Details
[9596] 3/28/2010 8:08:06 PM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[9596] 3/28/2010 8:08:06 PM: ShowSub (ProgramManager) -> Showing LayoutSub Form
[9596] 3/28/2010 8:08:07 PM: Show (ProgramManager) -> Show
[9596] 3/28/2010 8:08:07 PM: Show (ProgramManager) -> Mame Running
[9596] 3/28/2010 8:08:07 PM: Show (ProgramManager) -> Searching for Mame
[9596] 3/28/2010 8:08:07 PM: FindMame (MameManager) -> Mame Running hWnd: 0x3672136
[9596] 3/28/2010 8:08:07 PM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=1280,Height=720}
[9596] 3/28/2010 8:08:07 PM: FindMame (MameManager) -> Command Line: mame64  1942
[9596] 3/28/2010 8:08:07 PM: Show (ProgramManager) -> Game Found: 1942
[9596] 3/28/2010 8:08:07 PM: Show (ProgramManager) -> Getting Game Details
[9596] 3/28/2010 8:08:07 PM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[9596] 3/28/2010 8:08:07 PM: Show (ProgramManager) -> Minimizing Mame
[9596] 3/28/2010 8:08:07 PM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x3672136
[9596] 3/28/2010 8:08:07 PM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x658420
[9596] 3/28/2010 8:08:08 PM: Show (ProgramManager) -> Showing Layout Form
[9596] 3/28/2010 8:08:08 PM: Show (frmLayout) -> frmLayout hWnd: 0x3015004
[9596] 3/28/2010 8:08:08 PM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x3015004
[9596] 3/28/2010 8:08:08 PM: Show (frmLayout) -> Success! Foreground hWnd: 0x3015004 (Preview)
[9596] 3/28/2010 8:08:08 PM: Show (ProgramManager) -> Show CP Only is True
[9596] 3/28/2010 8:08:08 PM: Show (ProgramManager) -> Exit To Menu is False
[9596] 3/28/2010 8:08:08 PM: Show (ProgramManager) -> Display Mode is Layout
[9596] 3/28/2010 8:08:08 PM: ShowScreen (ProgramManager) -> Hiding Main Menu
[9596] 3/28/2010 8:08:08 PM: ShowScreen (ProgramManager) -> Resetting Menu
[9596] 3/28/2010 8:08:08 PM: ShowScreen (ProgramManager) -> Setting Exit To Menu False
[9596] 3/28/2010 8:08:08 PM: ShowScreen (ProgramManager) -> Showing Layout
[9596] 3/28/2010 8:08:32 PM: CPForm_FormClosing (frmLayout) -> Closing
[9596] 3/28/2010 8:08:32 PM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x658420
[9596] 3/28/2010 8:08:32 PM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x3672136
[9596] 3/28/2010 8:08:33 PM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[9596] 3/28/2010 8:08:36 PM: OnMameStop (MameManager) -> OnMameStop
[9596] 3/28/2010 8:08:36 PM: OnMameStop (MameManager) -> Success
[9596] 3/28/2010 8:13:21 PM: MISC_GAME_NAME
[9596] 3/28/2010 8:13:21 PM: MISC_MISC_DETAILS
[9596] 3/28/2010 8:13:21 PM: MISC_NUM_PLAYERS
[9596] 3/28/2010 8:13:21 PM: KEYCODE_1
[9596] 3/28/2010 8:13:21 PM: KEYCODE_2
[9596] 3/28/2010 8:13:21 PM: KEYCODE_3
[9596] 3/28/2010 8:13:21 PM: KEYCODE_5
[9596] 3/28/2010 8:13:21 PM: KEYCODE_ESC
[9596] 3/28/2010 8:13:21 PM: KEYCODE_6
[9596] 3/28/2010 8:13:21 PM: KEYCODE_7
[9596] 3/28/2010 8:13:21 PM: KEYCODE_0
[9596] 3/28/2010 8:13:21 PM: KEYCODE_Z
[9596] 3/28/2010 8:13:21 PM: KEYCODE_9
[9596] 3/28/2010 8:13:21 PM: KEYCODE_7
[9596] 3/28/2010 8:13:21 PM: KEYCODE_UP
[9596] 3/28/2010 8:13:21 PM: KEYCODE_LEFT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_RIGHT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_DOWN
[9596] 3/28/2010 8:13:21 PM: GROUP_1
[9596] 3/28/2010 8:13:21 PM: KEYCODE_F2
[9596] 3/28/2010 8:13:21 PM: KEYCODE_X
[9596] 3/28/2010 8:13:21 PM: KEYCODE_LSHIFT
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_4_YAXIS_NEG_SWITCH
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_4_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_4_XAXIS_NEG_SWITCH
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_4_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:13:21 PM: GROUP_2
[9596] 3/28/2010 8:13:21 PM: KEYCODE_U
[9596] 3/28/2010 8:13:21 PM: KEYCODE_O
[9596] 3/28/2010 8:13:21 PM: KEYCODE_C
[9596] 3/28/2010 8:13:21 PM: KEYCODE_Y
[9596] 3/28/2010 8:13:21 PM: GROUP_3
[9596] 3/28/2010 8:13:21 PM: KEYCODE_T
[9596] 3/28/2010 8:13:21 PM: KEYCODE_E
[9596] 3/28/2010 8:13:21 PM: KEYCODE_J
[9596] 3/28/2010 8:13:21 PM: KEYCODE_N
[9596] 3/28/2010 8:13:21 PM: KEYCODE_M
[9596] 3/28/2010 8:13:21 PM: KEYCODE_V
[9596] 3/28/2010 8:13:21 PM: KEYCODE_B
[9596] 3/28/2010 8:13:21 PM: KEYCODE_MINUS
[9596] 3/28/2010 8:13:21 PM: KEYCODE_B
[9596] 3/28/2010 8:13:21 PM: GROUP_4
[9596] 3/28/2010 8:13:21 PM: GROUP_5
[9596] 3/28/2010 8:13:21 PM: GROUP_6
[9596] 3/28/2010 8:13:21 PM: KEYCODE_UP
[9596] 3/28/2010 8:13:21 PM: GROUP_7
[9596] 3/28/2010 8:13:21 PM: GROUP_8
[9596] 3/28/2010 8:13:21 PM: GROUP_9
[9596] 3/28/2010 8:13:21 PM: KEYCODE_LEFT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_RIGHT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_DOWN
[9596] 3/28/2010 8:13:21 PM: KEYCODE_7
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_4_BUTTON1
[9596] 3/28/2010 8:13:21 PM: KEYCODE_H
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_4_BUTTON2
[9596] 3/28/2010 8:13:21 PM: KEYCODE_Z
[9596] 3/28/2010 8:13:21 PM: KEYCODE_0
[9596] 3/28/2010 8:13:21 PM: KEYCODE_9
[9596] 3/28/2010 8:13:21 PM: KEYCODE_F
[9596] 3/28/2010 8:13:21 PM: KEYCODE_D
[9596] 3/28/2010 8:13:21 PM: KEYCODE_G
[9596] 3/28/2010 8:13:21 PM: KEYCODE_R
[9596] 3/28/2010 8:13:21 PM: KEYCODE_ENTER
[9596] 3/28/2010 8:13:21 PM: KEYCODE_Q
[9596] 3/28/2010 8:13:21 PM: KEYCODE_S
[9596] 3/28/2010 8:13:21 PM: KEYCODE_I
[9596] 3/28/2010 8:13:21 PM: KEYCODE_A
[9596] 3/28/2010 8:13:21 PM: KEYCODE_W
[9596] 3/28/2010 8:13:21 PM: KEYCODE_RSHIFT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_9
[9596] 3/28/2010 8:13:21 PM: KEYCODE_7
[9596] 3/28/2010 8:13:21 PM: KEYCODE_H
[9596] 3/28/2010 8:13:21 PM: KEYCODE_A
[9596] 3/28/2010 8:13:21 PM: KEYCODE_I
[9596] 3/28/2010 8:13:21 PM: KEYCODE_Q
[9596] 3/28/2010 8:13:21 PM: KEYCODE_S
[9596] 3/28/2010 8:13:21 PM: KEYCODE_L
[9596] 3/28/2010 8:13:21 PM: KEYCODE_STOP
[9596] 3/28/2010 8:13:21 PM: KEYCODE_COMMA
[9596] 3/28/2010 8:13:21 PM: KEYCODE_MINUS
[9596] 3/28/2010 8:13:21 PM: KEYCODE_COLON
[9596] 3/28/2010 8:13:21 PM: KEYCODE_INSERT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_K
[9596] 3/28/2010 8:13:21 PM: KEYCODE_END
[9596] 3/28/2010 8:13:21 PM: KEYCODE_ENTER
[9596] 3/28/2010 8:13:21 PM: KEYCODE_RSHIFT
[9596] 3/28/2010 8:13:21 PM: KEYCODE_ESC
[9596] 3/28/2010 8:13:21 PM: KEYCODE_OPENBRACE
[9596] 3/28/2010 8:13:21 PM: KEYCODE_CLOSEBRACE
[9596] 3/28/2010 8:13:21 PM: KEYCODE_SLASH
[9596] 3/28/2010 8:13:21 PM: KEYCODE_BACKSLASH
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_8_XAXIS_POS_SWITCH
[9596] 3/28/2010 8:13:21 PM: MOUSECODE_8_YAXIS_NEG_SWITCH
[9596] 3/28/2010 8:13:21 PM: GROUP_10
[9596] 3/28/2010 8:13:21 PM: GROUP_10
[9596] 3/28/2010 8:13:45 PM: OnMameStart (MameManager) -> OnMameStart
[9596] 3/28/2010 8:13:45 PM: OnMameStart (MameManager) -> GameName: 1942
[9596] 3/28/2010 8:13:45 PM: SkipDisclaimer (MameManager) -> SkipDisclaimer
[9596] 3/28/2010 8:13:45 PM: ShowSub (ProgramManager) -> Show
[9596] 3/28/2010 8:13:45 PM: ShowSub (ProgramManager) -> Mame Running
[9596] 3/28/2010 8:13:45 PM: ShowSub (ProgramManager) -> Searching for Mame
[9596] 3/28/2010 8:13:45 PM: FindMame (MameManager) -> Mame Running hWnd: 0x7931136
[9596] 3/28/2010 8:13:45 PM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=1280,Height=720}
[9596] 3/28/2010 8:13:45 PM: FindMame (MameManager) -> Command Line: mame64  1942
[9596] 3/28/2010 8:13:45 PM: ShowSub (ProgramManager) -> Game Found: 1942
[9596] 3/28/2010 8:13:45 PM: ShowSub (ProgramManager) -> Getting Game Details
[9596] 3/28/2010 8:13:45 PM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[9596] 3/28/2010 8:13:45 PM: ShowSub (ProgramManager) -> Showing LayoutSub Form
[9596] 3/28/2010 8:13:46 PM: Show (ProgramManager) -> Show
[9596] 3/28/2010 8:13:46 PM: Show (ProgramManager) -> Mame Running
[9596] 3/28/2010 8:13:46 PM: Show (ProgramManager) -> Searching for Mame
[9596] 3/28/2010 8:13:46 PM: FindMame (MameManager) -> Mame Running hWnd: 0x7931136
[9596] 3/28/2010 8:13:46 PM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=1280,Height=720}
[9596] 3/28/2010 8:13:46 PM: FindMame (MameManager) -> Command Line: mame64  1942
[9596] 3/28/2010 8:13:46 PM: Show (ProgramManager) -> Game Found: 1942
[9596] 3/28/2010 8:13:46 PM: Show (ProgramManager) -> Getting Game Details
[9596] 3/28/2010 8:13:46 PM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[9596] 3/28/2010 8:13:46 PM: Show (ProgramManager) -> Minimizing Mame
[9596] 3/28/2010 8:13:46 PM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x7931136
[9596] 3/28/2010 8:13:46 PM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x658420
[9596] 3/28/2010 8:13:47 PM: Show (ProgramManager) -> Showing Layout Form
[9596] 3/28/2010 8:13:47 PM: Show (frmLayout) -> frmLayout hWnd: 0x10944606
[9596] 3/28/2010 8:13:47 PM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x10944606
[9596] 3/28/2010 8:13:47 PM: Show (frmLayout) -> Success! Foreground hWnd: 0x10944606 (Preview)
[9596] 3/28/2010 8:13:47 PM: Show (ProgramManager) -> Show CP Only is False
[9596] 3/28/2010 8:13:47 PM: Show (ProgramManager) -> Exit To Menu is True
[9596] 3/28/2010 8:13:47 PM: Show (ProgramManager) -> Display Mode is MainMenu
[9596] 3/28/2010 8:13:47 PM: ShowScreen (ProgramManager) -> Hiding Main Menu
[9596] 3/28/2010 8:13:47 PM: ShowScreen (ProgramManager) -> Resetting Menu
[9596] 3/28/2010 8:13:47 PM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[9596] 3/28/2010 8:13:47 PM: ShowScreen (ProgramManager) -> Showing MainMenu
[9596] 3/28/2010 8:13:57 PM: CPForm_FormClosing (frmLayout) -> Closing
[9596] 3/28/2010 8:13:57 PM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[9596] 3/28/2010 8:13:57 PM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x658420
[9596] 3/28/2010 8:13:58 PM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x7931136
[9596] 3/28/2010 8:13:58 PM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[9596] 3/28/2010 8:14:20 PM: OnMameStop (MameManager) -> OnMameStop
[9596] 3/28/2010 8:14:20 PM: OnMameStop (MameManager) -> Success

After looking at the code I saw show CP only, but that was on startup only, turning it off had no effect on the 2nd monitor displaying anything, and don't want it giving pre-menu anyways



Title: Re: CPWizard v2.3 Released
Post by: Invincer on March 29, 2010, 03:15:50 pm
After seeing my settings and the log, is there anything else you can think of to try to get it to possibly work?

Thanks
Title: Re: CPWizard v2.3 Released
Post by: Invincer on April 09, 2010, 10:38:06 pm
Okay, a brief update... Headkaze helped me bigtime to fix the problem with the rotating images displaying on my second monitor. The problem was the mame sub layout, which I had set to default. It has to be set to sub (0) or sub (1) etc... then you just edit the subs you want to add to it with subsequent sub (2) sub (3) etc. For instance I took my custom control panel layout and resaved it as sub (3) and took the gameinfo layout and renamed it to sub (2). Now it works just like in the CPWizard videoin the second monitor.

Now the quick questions some of you may have experienced in trying CPwizard with HyperSpin.. If it launches MAME with hperlaunch on in the settings, I am unable to get control back on Hypespin after exiting MAME. I can click in the HS window to get the focus back with the mouse, but don't want to have to always do that obviously. Also, the images rotating on the second display never seem to stop.

When I turn off hyperlaunch, HS does get the focus back, but the CPwizard rotating images on the second display continue to play until I launch another game and then they switch to that game. The only way to tun them off it seemed was to exit HS and then bring up CPwizard.


Not optimal, especially if wanting to use CPwizard in other emulators. If it mimics that behavior anything using hyperlaunch would be a problem. Is there a quick and easy way to make the 2nd display refresh or exit the images when mame exits?
Title: Re: CPWizard v2.3 Released
Post by: headkaze on April 10, 2010, 01:46:13 am
Just wanted to mention we have Sub View working for Invincer. I'm not sure why (if I did it by design or not) but you can't have the "Mame Layout Sub" setting in Options->Mame set to "Default" and perhaps even a single layout. I'm not sure if it's the default setting or not but it won't work like that. You must click the [...] button and browse to "Sub (0)". Then it will rotate through "Sub (0)" to "Sub (n)" layouts. So for those of you having trouble please try that. I will take a look soon and find out exactly why it's not working with a single layout. Possibly a bug introduced after I added support for rotating layouts.
Title: Re: CPWizard v2.3 Released
Post by: Invincer on April 14, 2010, 04:43:33 pm
Got it working great with the sub-screens with only one small issue. Is it just my install, or does this happen to everyone? When i exit MAME the sub-screen images remain on my secondary monitor until I either start another MAME game changing it to a new game sub-screen, or exit CPWizard entirely. I want it of course to drop the sub-screens when I exit MAME automatically, and it may just be my settings somehow causing this. Can anyone confirm is this the norm? Thanks!

Also, has anyone gotten the subscreens to work with emulators other than MAME?
Title: Re: CPWizard v2.3 Released
Post by: Thurman on April 14, 2010, 06:53:35 pm
Also, has anyone gotten the subscreens to work with emulators other than MAME?

I asked the same question about 4 months ago and never got a response so I'm assuming the answer is no.
Title: Re: CPWizard v2.3 Released
Post by: headkaze on April 14, 2010, 07:07:07 pm
I asked the same question about 4 months ago and never got a response so I'm assuming the answer is no.

I thought I answered this one. Okay at the moment CPW doesn't support subscreen for other emulators yet, but I'll look into it when I get some spare time.
Title: Re: CPWizard v2.35 Released
Post by: headkaze on July 01, 2010, 05:51:00 am
Version 2.35 Released

- Fixed wrong detection of invalid xml files
Title: Re: CPWizard v2.35 Released
Post by: shateredsoul on July 01, 2010, 02:31:51 pm
http://maximizedemulation.wordpress.com/2010/07/01/how-to-use-cpwizard-for-dummies/ (http://maximizedemulation.wordpress.com/2010/07/01/how-to-use-cpwizard-for-dummies/) what do you think?

by the way, is there a way to get move lists to display on subscreen?
Title: Re: CPWizard v2.35 Released
Post by: headkaze on July 03, 2010, 04:35:29 am
Thanks I'm sure there will be some people who find it useful.

Currently there is no way to have the menu display on the secondary screen. It has been a feature I wanted to implement thought, just a matter of finding time.
Title: Re: CPWizard v2.35 Released
Post by: tyson171 on July 23, 2010, 11:16:35 pm
First of all, just wanted to say thanks for cpwizard headkaze!.....for the longest time i've always heard the phrase....what buttons do what?!  I'm sure this is a very simple question, and I might have read it before, but I don't want to go back through all of the pages of data! Where does cpwizard grab the controls info for each game? Only reason is maybe I have a file that is out of date?  For example, 1942 has the correct lables for controls, but Ultimate Mortal Kombat 3 however just says 123 456 for each button type, instead of run, punch, kick, ect!  Also the same for some of my neo geo games which say abcd.....is there a file i can update or do I have a path wrong somewhere?  I used cfgmagician to create most of my config files, not sure if this will help of not?
Title: Re: CPWizard v2.35 Released
Post by: tyson171 on July 24, 2010, 10:31:13 pm
Still can't figure out why some controls don't show up like I said in my previous post, but even more importantly, can't figure out why hyperspin is doing the following?

I find the game I want to play and launch it with Hyperspin (no Hyperlaunch). Mame loads the game no problem. Say I want to view the button layout so I press my hotkey to launch CPWizard. While I am in there I may look at a marquee or finishing moves.

Everything is working fine, but then all of a sudden I can hear Hyperspin vids running in the background (attract mode) while I am in the CPWizard interface. Even after I finish viewing items in CPWizard, Hyperspin continues to run in the background while I am playing the game.

I saw someone have this exact same issue on the hyperspin boards (this is his actually reply), but never found an issue?  Have you heard of anyone having this issue headkaze and ever finding a solution?
Title: Re: CPWizard v2.35 Released
Post by: brad808 on September 03, 2010, 07:03:51 am
Still can't figure out why some controls don't show up like I said in my previous post, but even more importantly, can't figure out why hyperspin is doing the following?

I find the game I want to play and launch it with Hyperspin (no Hyperlaunch). Mame loads the game no problem. Say I want to view the button layout so I press my hotkey to launch CPWizard. While I am in there I may look at a marquee or finishing moves.

Everything is working fine, but then all of a sudden I can hear Hyperspin vids running in the background (attract mode) while I am in the CPWizard interface. Even after I finish viewing items in CPWizard, Hyperspin continues to run in the background while I am playing the game.

I saw someone have this exact same issue on the hyperspin boards (this is his actually reply), but never found an issue?  Have you heard of anyone having this issue headkaze and ever finding a solution?


I'm having this same problem is there a solution?

Thanks
Title: Re: CPWizard v2.35 Released
Post by: shateredsoul on September 03, 2010, 04:16:05 pm
I hear that the next hyperspin might have a way to integrate cpwizard.. so maybe they'll help address this issue.

But, if you guys are interested, I found a script that displays the controls righter after you pick the games, it shows the controls for about 2 seconds then launches the game.  I can share that script if there is any interest.  It doesn't fix the issues of accessing the menu in game, but it shows you the controls at the beginning which will hopefully negate the need to have to look them up again...

Anywho, there is one issue with this script. 

When you choose the game, It launches the control panel layout and shows you the controls, then it goes back to the hyperspin wheel, then it launches the game

I'm not sure why it goes back to the wheel then launches the game, I want it to launch the game without returning to the wheel. I haven't been able to figure this out, I wonder if it's an issue with windows 7?
Title: Re: CPWizard v2.35 Released
Post by: djvj on December 30, 2010, 09:36:59 pm
shatered, you ever sort that out? I don't have this happen but I use HL to launch mame. I set the timeout for cpw about a second and a half longer then the following sleep command to have the ahk wait to launch mame. For example:

   Run, "%cpwizard%" -emu "%systemName%" -game "%romName%" -timeout 5000
   sleep, 3500
   Runwait, %executable% %romName%, %EmuPath%, Hide UseErrorLevel

This makes cpw show for 3.5 seconds then mame takes over cpw's screen and cpw closes out of focus. I would find if I let cpw close any sooner then 1.5 sec difference, HS would often come back into focus and mame would remain minimized. This doesn't seem like an issue with cpw because if anything tries to knock mame out of fullscreen, it automatically minimizes. Not ideal behavior, but oh well.

Does anyone have an issue with <label name="P1_DIAL_EXT" value="Rotate Right"/>, I have one of my player 4 buttons set to use the G key and when I run any game that uses P1_DIAL_EXT (720 or arkanoid), it shows that G button as Rotate Right. I went through and removed all associations to the letter G in all of mame's inputs and it still shows up.


headkaze, I was wondering if you could increase the groups to 20? 10 isn't enough for my setup.
Title: Re: CPWizard v2.35 Released
Post by: shateredsoul on January 02, 2011, 01:51:05 pm
Hey djvj,

No not really, I've been trying to catch up to the work for school I didn't do during break. I'll give your suggestions a go next weekend, and see how that works out. I've also been trying to make more vids, but having issues with audio. When I had cpwizard it would also hang if people pressed random buttons on my cab.. very frustrating. I'll deal with it later later...
Title: Re: [RESOLVED} CPWizard v2.35 Released
Post by: britinva on March 28, 2011, 05:13:39 pm
This may be a dumb noob Q so apologies.

I've created a custom control panel in CPWizard v2.35 and used Yellow joy buttons. However, when the cp is displayed in GameEx for MAME the buttons that are used for the particular game show up as other seemingly random colors. Is it possible to dispay my chosen button color?

[Resolved] Under Edit->Options, Layout tab, untick "Enable" under "Color Images".

Title: Re: CPWizard v2.35 Released
Post by: upprc04 on March 29, 2011, 05:39:21 pm
What settings do people have this setup for use for MAMA/MaLa front end?  I can kind of get it working.  It will work the first time pretty consistently, but if I quit back to the game and try to view the control panel again it fails.  By fails, it minimizes the game in MAME and does not display the control panel.  I then have to end the tasks of several stuff and MaLa is in a bad state.  Anyone else have this issue or know where I should start to look?  I would like to just get it set up to display the control panel at the push of a button and possibly display for a few seconds before actually loading the game. 

Thanks!
Title: Re: CPWizard v2.35 Released
Post by: nicolaibvm on April 04, 2011, 07:35:42 am
Would it be possible to add the option to add more image paths?
In that way I could have all the different image caegories from http://www.progettosnaps.net/ (http://www.progettosnaps.net/) showing. That would be awesome.
Title: Re: CPWizard v2.35 Released
Post by: stephanh on May 06, 2011, 08:24:26 am
Hey all,
I have CP Wizard running but I'm having an issue. When I exit CP Wizard back into mame games the resolution of the game changes. It looks like the image is zoomed in quite a bit. If I hit shift+F3 to reset the game, everything looks ok after that. However it kind of defeats the purpose as I don't want to reset in the middle of a game session. Pelase help!  :(

My setup:
Windows 7
mame64
d9800
arcadevga
GameEx

Also, it only seems to happen after I have run a game a couple times. The first time I run any game it's fine. If I run it again after that it screws up the resolution. Very weird.

Thanks
Stephan
Title: Re: CPWizard v2.35 Released
Post by: TheManuel on May 25, 2011, 03:07:24 pm
Is CPWizard able to use zipped art folders (flyers, cabinets, etc.), or do the files need to be uncompressed?

Thanks.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on July 15, 2011, 01:27:55 am
CPWizard v2.37 Released

- Now the install defaults to the system drive. This is for issues with Windows 7 UAC
- Alternating controls now only hilights player 1
- Parent display for MameInfo, StoryDat and others
- Export a layout to a png

Note for Windows 7 users if you are experiencing CPWizard crashing when exiting Mame please try editing mame.ini and changing the d3dversion setting from 9 to 8.
Title: Re: CPWizard v2.37 Released
Post by: NelsonPJ on September 04, 2011, 01:05:33 pm
I just posted in the Mala forum about this.  Running the latest beta Mala 1.745, MAME 143, CPWizard v2.21  gave me no issues or delays.  I upgraded to CPWizard 2.37 and experienced massive delays when launching CPWizard from within a MAME game.  I also had a few crashes of "HiToText.exe" when launching from a few games.

I was able to uninstall v2.37 with the uninstaller, reinstall v2.21 from the original installer file, and then copy over my layout and ini files from a backup.  Now I'm back to where I was originally with no delays.

Is this a known issue with Mala?  I suppose I could try to completely uninstall 2.21 from my system and reinstall 2.37 from scratch, but that's a lot of work to redo my layout, etc.  I installed v2.37 overtop v2.21, and then went through the options again - but maybe there was a bad config/etc from my old layout or ini files?

This is on a 2.8GHz P4, WinXP, 1gig RAM.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on September 05, 2011, 02:32:59 am
Can you post any more info about HiToText.exe crashing so I can report them to the author?

I'm not sure why CPW would be taking so long. It would have been helpful to post your CPWizard.log when this was occuring as it has time stamps in the log file that would show what was taking so long.
Title: Re: CPWizard v2.37 Released
Post by: NelsonPJ on September 05, 2011, 08:11:24 am
OK - I uninstalled CPWizard 2.21 and then installed CPWizard 2.37.  First thing I noticed is that 2.21 installs in C:\Program Files\CPWizard, but 2.37 installs in C:\CPWizard.  I'm sure this is nothing - and I could have picked a different install location.

I used the default settings and layout that came with 2.37 - the only thing I changed was set the show key from "L" to "P".  In MAME I've mapped the pause key to "L".  This way I can run CPWizard in the recommended method.  I also enabled verbose logging, and told CPWizard to start with the system.

v2.37 ran OK for a while - I noticed a big delay the first time I ran it, but then it was OK.  It felt slightly slower than 2.21, but not significant.  I did notice, however, that after pressing the "show" key that it shows the DOS box for the MAME executable for a split-second before switching to the CPWizard display.  I don't remember seeing this at all with 2.21.

After a reboot, however, things went bad.  First thing I noticed after the reboot was the task bar showing overtop my Mala layout.  Both Mala and CPWizard are set to start at boot time - but I never saw the task bar after a reboot running v2.21.  So maybe CPWizard is taking the focus?  Or maybe not... this could have been unrelated.

Then I picked a random MAME game (PacLand), and after it started I ran CPWIzard and "HiToText.exe" crashed!  I clicked "send error report" - so maybe that will get to the developer?  After dismissing the crash report, CPWizard ran normally.  Unfortunately after this, every time I ran a MAME game and started CPWizard, "HiToText.exe" crashed!  Even for games that previously worked before I rebooted.  I didn't see any log files for HiToText in the CPWizard directory.

In case it helps, here's my CPWizard log file:

Code: [Select]
[336] 9/5/2011 7:34:48 AM: CPWizard v2.37
[336] 9/5/2011 7:34:55 AM: OS: Microsoft Windows XP Professional
[336] 9/5/2011 7:34:55 AM: Version: 5.1.2600
[336] 9/5/2011 7:34:55 AM: Build: 2600
[336] 9/5/2011 7:34:55 AM: RAM Total: 2048 MB
[336] 9/5/2011 7:34:55 AM: RAM Used: 465 MB
[336] 9/5/2011 7:34:57 AM: CPU: Intel(R) Pentium(R) 4 CPU 2.80GHz
[336] 9/5/2011 7:35:07 AM: Video Card: NVIDIA GeForce 6200
[336] 9/5/2011 7:35:07 AM: Video Driver: 6.14.12.5896
[336] 9/5/2011 7:35:07 AM: Video RAM: 256 MB
[336] 9/5/2011 7:35:07 AM: Sound Card: SoundMAX Integrated Digital Audio
[336] 9/5/2011 7:35:07 AM: .NET: .NET Framework 1.1 Installed
[336] 9/5/2011 7:35:07 AM: .NET: .NET Framework 2.0 Installed
[336] 9/5/2011 7:35:10 AM: Initializing Display Manager
[336] 9/5/2011 7:35:10 AM: Initializing Program Manager
[336] 9/5/2011 7:35:11 AM: Reading Config
[336] 9/5/2011 7:35:11 AM: Initializing Main Menu
[336] 9/5/2011 7:35:11 AM: Initializing Layout Manager
[336] 9/5/2011 7:35:11 AM: Initializing Controls Data
[336] 9/5/2011 7:35:11 AM: Initializing Input Codes
[336] 9/5/2011 7:35:11 AM: Initializing Layout Maps
[336] 9/5/2011 7:35:11 AM: Initializing Game Info
[336] 9/5/2011 7:35:11 AM: Initializing History Dat
[336] 9/5/2011 7:35:11 AM: Initializing MameInfo Dat
[336] 9/5/2011 7:35:11 AM: Initializing Command Dat
[336] 9/5/2011 7:35:15 AM: Initializing Story Dat
[336] 9/5/2011 7:35:15 AM: Initializing HiToText
[336] 9/5/2011 7:35:18 AM: Initializing Artwork Manager
[336] 9/5/2011 7:35:18 AM: Initializing Mame Manuals
[336] 9/5/2011 7:35:21 AM: Initializing Emulator Manuals
[336] 9/5/2011 7:35:21 AM: Initializing Emulator OpCard
[336] 9/5/2011 7:35:21 AM: Initializing NFO Viewer
[336] 9/5/2011 7:35:21 AM: Initializing IRC
[336] 9/5/2011 7:35:21 AM: Initializing SendKeys
[336] 9/5/2011 7:35:21 AM: Initializing Mame Interop
[336] 9/5/2011 7:35:21 AM: Initializing Mame Manager
[336] 9/5/2011 7:35:21 AM: Initializing Emulator Manager
[336] 9/5/2011 7:35:21 AM: Initializing Keyboard Hook
[336] 9/5/2011 7:35:21 AM: Initializing Direct Input
[336] 9/5/2011 7:35:22 AM: Joystick 1: Ultimarc Ultra-Stik Player 1
[336] 9/5/2011 7:35:22 AM: Joystick 2: Ultimarc Ultra-Stik Player 2
[336] 9/5/2011 7:35:22 AM: Initializing MCE Remote
[336] 9/5/2011 7:35:22 AM: Initializing Input Manager
[336] 9/5/2011 7:35:22 AM: Initializing Profiles
[336] 9/5/2011 7:35:22 AM: Initializing Bezel
[336] 9/5/2011 7:35:22 AM: Reading Mame Data
[336] 9/5/2011 7:35:26 AM: Reading MiniInfo Xml
[336] 9/5/2011 7:35:29 AM: Mame Version 0.143
[336] 9/5/2011 7:35:29 AM: Reading Mame Ini
[336] 9/5/2011 7:35:29 AM: Initializing Mame Cfg
[336] 9/5/2011 7:35:29 AM: Initializing Mame Command Line
[336] 9/5/2011 7:35:29 AM: Reading History Dat
[336] 9/5/2011 7:35:31 AM: Reading MameInfo Dat
[336] 9/5/2011 7:35:32 AM: Reading Command Dat
[336] 9/5/2011 7:35:32 AM: Reading Story Dat
[336] 9/5/2011 7:35:33 AM: Reading All Mame Cfg's
[336] 9/5/2011 7:35:35 AM: Creating MainBitmap
[336] 9/5/2011 7:35:35 AM: CmdArg: -minimized Value:
[336] 9/5/2011 7:35:35 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[336] 9/5/2011 7:35:35 AM: Starting Mame Interop
[336] 9/5/2011 7:37:56 AM: OnMameStart (MameManager) -> OnMameStart
[336] 9/5/2011 7:37:56 AM: OnMameStart (MameManager) -> GameName: paclandm
[336] 9/5/2011 7:37:57 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[336] 9/5/2011 7:37:58 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,0
[336] 9/5/2011 7:37:58 AM: OnMameOutput (MameManager) -> OnMameOutput: led1,0
[336] 9/5/2011 7:38:07 AM: Show (ProgramManager) -> Show
[336] 9/5/2011 7:38:07 AM: Show (ProgramManager) -> Mame Running
[336] 9/5/2011 7:38:07 AM: Show (ProgramManager) -> Searching for Mame
[336] 9/5/2011 7:38:07 AM: FindMame (MameManager) -> Mame Running hWnd: 0x590298
[336] 9/5/2011 7:38:07 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[336] 9/5/2011 7:38:08 AM: FindMame (MameManager) -> Command Line: mame.exe paclandm
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Game Found: paclandm
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Getting Game Details
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Sending Pause Key
[336] 9/5/2011 7:38:08 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[336] 9/5/2011 7:38:08 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Minimizing Mame
[336] 9/5/2011 7:38:08 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x590298
[336] 9/5/2011 7:38:08 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65980
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Showing Layout Form
[336] 9/5/2011 7:38:08 AM: Show (frmLayout) -> frmLayout hWnd: 0x197128
[336] 9/5/2011 7:38:08 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x328152
[336] 9/5/2011 7:38:08 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x197128 (Preview)
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Show CP Only is False
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Exit To Menu is True
[336] 9/5/2011 7:38:08 AM: Show (ProgramManager) -> Display Mode is MainMenu
[336] 9/5/2011 7:38:09 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[336] 9/5/2011 7:38:09 AM: ShowScreen (ProgramManager) -> Resetting Menu
[336] 9/5/2011 7:38:56 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[336] 9/5/2011 7:38:56 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[336] 9/5/2011 7:39:14 AM: CPForm_FormClosing (frmLayout) -> Closing
[336] 9/5/2011 7:39:14 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65980
[336] 9/5/2011 7:39:15 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x590298
[336] 9/5/2011 7:39:15 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[336] 9/5/2011 7:39:15 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Show
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Mame Running
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Searching for Mame
[336] 9/5/2011 7:39:18 AM: FindMame (MameManager) -> Mame Running hWnd: 0x590298
[336] 9/5/2011 7:39:18 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[336] 9/5/2011 7:39:18 AM: FindMame (MameManager) -> Command Line: mame.exe paclandm
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Game Found: paclandm
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Getting Game Details
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Sending Pause Key
[336] 9/5/2011 7:39:18 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[336] 9/5/2011 7:39:18 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[336] 9/5/2011 7:39:18 AM: Show (ProgramManager) -> Minimizing Mame
[336] 9/5/2011 7:39:18 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x590298
[336] 9/5/2011 7:39:18 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65980
[336] 9/5/2011 7:39:28 AM: Show (ProgramManager) -> Showing Layout Form
[336] 9/5/2011 7:39:28 AM: Show (frmLayout) -> frmLayout hWnd: 0x262352
[336] 9/5/2011 7:39:28 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x328152
[336] 9/5/2011 7:39:28 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x262352 (Preview)
[336] 9/5/2011 7:39:28 AM: Show (ProgramManager) -> Show CP Only is False
[336] 9/5/2011 7:39:28 AM: Show (ProgramManager) -> Exit To Menu is True
[336] 9/5/2011 7:39:28 AM: Show (ProgramManager) -> Display Mode is MainMenu
[336] 9/5/2011 7:39:28 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[336] 9/5/2011 7:39:28 AM: ShowScreen (ProgramManager) -> Resetting Menu
[336] 9/5/2011 7:39:32 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[336] 9/5/2011 7:39:32 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[336] 9/5/2011 7:39:35 AM: CPForm_FormClosing (frmLayout) -> Closing
[336] 9/5/2011 7:39:35 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65980
[336] 9/5/2011 7:39:42 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x590298
[336] 9/5/2011 7:39:42 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[336] 9/5/2011 7:39:42 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[336] 9/5/2011 7:39:44 AM: OnMameStop (MameManager) -> OnMameStop
[336] 9/5/2011 7:39:44 AM: OnMameStop (MameManager) -> Success
[336] 9/5/2011 7:39:54 AM: OnMameStart (MameManager) -> OnMameStart
[336] 9/5/2011 7:39:54 AM: OnMameStart (MameManager) -> GameName: pacman
[336] 9/5/2011 7:39:54 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[336] 9/5/2011 7:40:05 AM: Show (ProgramManager) -> Show
[336] 9/5/2011 7:40:05 AM: Show (ProgramManager) -> Mame Running
[336] 9/5/2011 7:40:05 AM: Show (ProgramManager) -> Searching for Mame
[336] 9/5/2011 7:40:05 AM: FindMame (MameManager) -> Mame Running hWnd: 0x590036
[336] 9/5/2011 7:40:05 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[336] 9/5/2011 7:40:05 AM: FindMame (MameManager) -> Command Line: mame.exe pacman
[336] 9/5/2011 7:40:05 AM: Show (ProgramManager) -> Game Found: pacman
[336] 9/5/2011 7:40:05 AM: Show (ProgramManager) -> Getting Game Details
[336] 9/5/2011 7:40:05 AM: Show (ProgramManager) -> Sending Pause Key
[336] 9/5/2011 7:40:05 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[336] 9/5/2011 7:40:05 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[336] 9/5/2011 7:40:06 AM: Show (ProgramManager) -> Minimizing Mame
[336] 9/5/2011 7:40:06 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x590036
[336] 9/5/2011 7:40:06 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65980
[336] 9/5/2011 7:40:06 AM: Show (ProgramManager) -> Showing Layout Form
[336] 9/5/2011 7:40:06 AM: Show (frmLayout) -> frmLayout hWnd: 0x655880
[336] 9/5/2011 7:40:06 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x590034
[336] 9/5/2011 7:40:06 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x655880 (Preview)
[336] 9/5/2011 7:40:06 AM: Show (ProgramManager) -> Show CP Only is False
[336] 9/5/2011 7:40:06 AM: Show (ProgramManager) -> Exit To Menu is True
[336] 9/5/2011 7:40:06 AM: Show (ProgramManager) -> Display Mode is MainMenu
[336] 9/5/2011 7:40:06 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[336] 9/5/2011 7:40:06 AM: ShowScreen (ProgramManager) -> Resetting Menu
[336] 9/5/2011 7:40:10 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[336] 9/5/2011 7:40:10 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[336] 9/5/2011 7:40:14 AM: CPForm_FormClosing (frmLayout) -> Closing
[336] 9/5/2011 7:40:14 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65980
[336] 9/5/2011 7:40:15 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x590036
[336] 9/5/2011 7:40:15 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[336] 9/5/2011 7:40:15 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[336] 9/5/2011 7:40:17 AM: OnMameStop (MameManager) -> OnMameStop
[336] 9/5/2011 7:40:17 AM: OnMameStop (MameManager) -> Success
[336] 9/5/2011 7:40:30 AM: OnMameStart (MameManager) -> OnMameStart
[336] 9/5/2011 7:40:30 AM: OnMameStart (MameManager) -> GameName: xmvsfu
[336] 9/5/2011 7:40:30 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[336] 9/5/2011 7:40:54 AM: Show (ProgramManager) -> Show
[336] 9/5/2011 7:40:54 AM: Show (ProgramManager) -> Mame Running
[336] 9/5/2011 7:40:55 AM: Show (ProgramManager) -> Searching for Mame
[336] 9/5/2011 7:40:55 AM: FindMame (MameManager) -> Mame Running hWnd: 0x1310928
[336] 9/5/2011 7:40:55 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[336] 9/5/2011 7:40:55 AM: FindMame (MameManager) -> Command Line: mame.exe xmvsfu
[336] 9/5/2011 7:40:55 AM: Show (ProgramManager) -> Game Found: xmvsfu
[336] 9/5/2011 7:40:55 AM: Show (ProgramManager) -> Getting Game Details
[336] 9/5/2011 7:40:55 AM: Show (ProgramManager) -> Sending Pause Key
[336] 9/5/2011 7:40:55 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[336] 9/5/2011 7:40:55 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[336] 9/5/2011 7:40:55 AM: Show (ProgramManager) -> Minimizing Mame
[336] 9/5/2011 7:40:55 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x1310928
[336] 9/5/2011 7:40:55 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65980
[336] 9/5/2011 7:40:56 AM: Show (ProgramManager) -> Showing Layout Form
[336] 9/5/2011 7:40:56 AM: Show (frmLayout) -> frmLayout hWnd: 0x655924
[336] 9/5/2011 7:40:56 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x983250
[336] 9/5/2011 7:40:56 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x655924 (Preview)
[336] 9/5/2011 7:40:56 AM: Show (ProgramManager) -> Show CP Only is False
[336] 9/5/2011 7:40:56 AM: Show (ProgramManager) -> Exit To Menu is True
[336] 9/5/2011 7:40:56 AM: Show (ProgramManager) -> Display Mode is MainMenu
[336] 9/5/2011 7:40:56 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[336] 9/5/2011 7:40:56 AM: ShowScreen (ProgramManager) -> Resetting Menu
[336] 9/5/2011 7:41:00 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[336] 9/5/2011 7:41:00 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[336] 9/5/2011 7:41:08 AM: CPForm_FormClosing (frmLayout) -> Closing
[336] 9/5/2011 7:41:08 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65980
[336] 9/5/2011 7:41:09 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x1310928
[336] 9/5/2011 7:41:09 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[336] 9/5/2011 7:41:09 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[336] 9/5/2011 7:41:10 AM: OnMameStop (MameManager) -> OnMameStop
[336] 9/5/2011 7:41:10 AM: OnMameStop (MameManager) -> Success
Title: Re: CPWizard v2.37 Released
Post by: NelsonPJ on September 05, 2011, 10:42:50 am
I've decided to uncheck "High Scores" and "My High Scores" to hopefully not get another HiToText crash.

I also noticed from the log file that CPWizard was trying to contact the default IRC client - maybe that would cause a delay? I unchecked that box, and also deleted all the IRC info from the IRC tab.  

I then spent the morning recreating my layout in v2.37, and I'll try to stick with it.  I'll let you know if I get more crashes or excessive delays.

I did notice a delay when I called up CPWizard for the 2nd time in a row on PacLand.  I think this is shown in the log as a 10 second delay between 10:04:04 [MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65982] and 10:04:14 AM [Show (ProgramManager) -> Showing Layout Form]

[I'll post the code in the next window - too many characters for this message!]


PS: By the way, I love CPWizard!
Title: Re: CPWizard v2.37 Released
Post by: NelsonPJ on September 05, 2011, 10:44:07 am
Here's that log window:

Code: [Select]
[1088] 9/5/2011 9:53:12 AM: CPWizard v2.37
[1088] 9/5/2011 9:53:18 AM: OS: Microsoft Windows XP Professional
[1088] 9/5/2011 9:53:18 AM: Version: 5.1.2600
[1088] 9/5/2011 9:53:18 AM: Build: 2600
[1088] 9/5/2011 9:53:18 AM: RAM Total: 2048 MB
[1088] 9/5/2011 9:53:18 AM: RAM Used: 442 MB
[1088] 9/5/2011 9:53:21 AM: CPU: Intel(R) Pentium(R) 4 CPU 2.80GHz
[1088] 9/5/2011 9:53:23 AM: Video Card: NVIDIA GeForce 6200  
[1088] 9/5/2011 9:53:23 AM: Video Driver: 6.14.12.5896
[1088] 9/5/2011 9:53:23 AM: Video RAM: 256 MB
[1088] 9/5/2011 9:53:23 AM: Sound Card: SoundMAX Integrated Digital Audio
[1088] 9/5/2011 9:53:25 AM: .NET: .NET Framework 1.1 Installed
[1088] 9/5/2011 9:53:25 AM: .NET: .NET Framework 2.0 Installed
[1088] 9/5/2011 9:53:30 AM: Initializing Display Manager
[1088] 9/5/2011 9:53:31 AM: Initializing Program Manager
[1088] 9/5/2011 9:53:31 AM: Reading Config
[1088] 9/5/2011 9:53:31 AM: Initializing Main Menu
[1088] 9/5/2011 9:53:31 AM: Initializing Layout Manager
[1088] 9/5/2011 9:53:31 AM: Initializing Controls Data
[1088] 9/5/2011 9:53:32 AM: Initializing Input Codes
[1088] 9/5/2011 9:53:32 AM: Initializing Layout Maps
[1088] 9/5/2011 9:53:34 AM: Initializing Game Info
[1088] 9/5/2011 9:53:34 AM: Initializing History Dat
[1088] 9/5/2011 9:53:34 AM: Initializing MameInfo Dat
[1088] 9/5/2011 9:53:34 AM: Initializing Command Dat
[1088] 9/5/2011 9:53:38 AM: Initializing Story Dat
[1088] 9/5/2011 9:53:38 AM: Initializing HiToText
[1088] 9/5/2011 9:53:39 AM: Initializing Artwork Manager
[1088] 9/5/2011 9:53:39 AM: Initializing Mame Manuals
[1088] 9/5/2011 9:53:40 AM: Initializing Emulator Manuals
[1088] 9/5/2011 9:53:40 AM: Initializing Emulator OpCard
[1088] 9/5/2011 9:53:40 AM: Initializing NFO Viewer
[1088] 9/5/2011 9:53:40 AM: Initializing IRC
[1088] 9/5/2011 9:53:40 AM: Initializing SendKeys
[1088] 9/5/2011 9:53:40 AM: Initializing Mame Interop
[1088] 9/5/2011 9:53:40 AM: Initializing Mame Manager
[1088] 9/5/2011 9:53:40 AM: Initializing Emulator Manager
[1088] 9/5/2011 9:53:40 AM: Initializing Keyboard Hook
[1088] 9/5/2011 9:53:40 AM: Initializing Direct Input
[1088] 9/5/2011 9:53:41 AM: Joystick 1: Ultimarc Ultra-Stik Player 1
[1088] 9/5/2011 9:53:41 AM: Joystick 2: Ultimarc Ultra-Stik Player 2
[1088] 9/5/2011 9:53:41 AM: Initializing MCE Remote
[1088] 9/5/2011 9:53:41 AM: Initializing Input Manager
[1088] 9/5/2011 9:53:41 AM: Initializing Profiles
[1088] 9/5/2011 9:53:41 AM: Initializing Bezel
[1088] 9/5/2011 9:53:41 AM: Reading Mame Data
[1088] 9/5/2011 9:53:46 AM: Reading MiniInfo Xml
[1088] 9/5/2011 9:53:51 AM: Mame Version 0.143
[1088] 9/5/2011 9:53:51 AM: Reading Mame Ini
[1088] 9/5/2011 9:53:52 AM: Initializing Mame Cfg
[1088] 9/5/2011 9:53:52 AM: Initializing Mame Command Line
[1088] 9/5/2011 9:53:52 AM: Reading History Dat
[1088] 9/5/2011 9:53:53 AM: Reading MameInfo Dat
[1088] 9/5/2011 9:53:54 AM: Reading Command Dat
[1088] 9/5/2011 9:53:55 AM: Reading All Mame Cfg's
[1088] 9/5/2011 9:53:56 AM: Creating MainBitmap
[1088] 9/5/2011 9:53:56 AM: CmdArg: -minimized Value:
[1088] 9/5/2011 9:53:56 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 9:53:56 AM: Starting Mame Interop
[1088] 9/5/2011 10:01:50 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:01:51 AM: OnMameStart (MameManager) -> GameName: wacko
[1088] 9/5/2011 10:01:53 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:02:12 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:02:12 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:02:12 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:02:12 AM: FindMame (MameManager) -> Mame Running hWnd: 0x524484
[1088] 9/5/2011 10:02:12 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:02:12 AM: FindMame (MameManager) -> Command Line: mame.exe wacko
[1088] 9/5/2011 10:02:12 AM: Show (ProgramManager) -> Game Found: wacko
[1088] 9/5/2011 10:02:12 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:02:13 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:02:13 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:02:13 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:02:13 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:02:13 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x524484
[1088] 9/5/2011 10:02:13 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:02:13 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:02:13 AM: Show (frmLayout) -> frmLayout hWnd: 0x197122
[1088] 9/5/2011 10:02:13 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x262362
[1088] 9/5/2011 10:02:13 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x197122 (Preview)
[1088] 9/5/2011 10:02:13 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:02:13 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:02:13 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:02:13 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:02:13 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:02:14 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:02:14 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:02:42 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:02:42 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:02:42 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x524484
[1088] 9/5/2011 10:02:43 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:02:43 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:02:44 AM: OnMameStop (MameManager) -> OnMameStop
[1088] 9/5/2011 10:02:44 AM: OnMameStop (MameManager) -> Success
[1088] 9/5/2011 10:02:51 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:02:51 AM: OnMameStart (MameManager) -> GameName: wcbowl12
[1088] 9/5/2011 10:02:51 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:02:55 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:02:55 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:02:55 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:02:55 AM: FindMame (MameManager) -> Mame Running hWnd: 0x786628
[1088] 9/5/2011 10:02:55 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:02:55 AM: FindMame (MameManager) -> Command Line: mame.exe wcbowl12
[1088] 9/5/2011 10:02:55 AM: Show (ProgramManager) -> Game Found: wcbowl12
[1088] 9/5/2011 10:02:55 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:02:56 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:02:56 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:02:56 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:02:56 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:02:56 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x786628
[1088] 9/5/2011 10:02:56 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:02:56 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:02:56 AM: Show (frmLayout) -> frmLayout hWnd: 0x262652
[1088] 9/5/2011 10:02:56 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x524506
[1088] 9/5/2011 10:02:56 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x262652 (Preview)
[1088] 9/5/2011 10:02:56 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:02:56 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:02:56 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:02:56 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:02:56 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:02:56 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:02:56 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:03:18 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:03:18 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:03:19 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x786628
[1088] 9/5/2011 10:03:19 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:03:19 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:03:21 AM: OnMameStop (MameManager) -> OnMameStop
[1088] 9/5/2011 10:03:21 AM: OnMameStop (MameManager) -> Success
[1088] 9/5/2011 10:03:33 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:03:33 AM: OnMameStart (MameManager) -> GameName: paclandm
[1088] 9/5/2011 10:03:33 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:03:35 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,0
[1088] 9/5/2011 10:03:35 AM: OnMameOutput (MameManager) -> OnMameOutput: led1,0
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:03:40 AM: FindMame (MameManager) -> Mame Running hWnd: 0x1048772
[1088] 9/5/2011 10:03:40 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:03:40 AM: FindMame (MameManager) -> Command Line: mame.exe paclandm
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Game Found: paclandm
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:03:40 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:03:40 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:03:40 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:03:40 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x1048772
[1088] 9/5/2011 10:03:40 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:03:41 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:03:41 AM: Show (frmLayout) -> frmLayout hWnd: 0x524798
[1088] 9/5/2011 10:03:41 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x1048794
[1088] 9/5/2011 10:03:41 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x524798 (Preview)
[1088] 9/5/2011 10:03:41 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:03:41 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:03:41 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:03:41 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:03:41 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:03:41 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:03:41 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:04:01 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:04:01 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:04:02 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x1048772
[1088] 9/5/2011 10:04:02 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:04:02 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:04:04 AM: FindMame (MameManager) -> Mame Running hWnd: 0x1048772
[1088] 9/5/2011 10:04:04 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:04:04 AM: FindMame (MameManager) -> Command Line: mame.exe paclandm
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Game Found: paclandm
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:04:04 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:04:04 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:04:04 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:04:04 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x1048772
[1088] 9/5/2011 10:04:04 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:04:14 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:04:14 AM: Show (frmLayout) -> frmLayout hWnd: 0x786604
[1088] 9/5/2011 10:04:14 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x1048794
[1088] 9/5/2011 10:04:14 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x786604 (Preview)
[1088] 9/5/2011 10:04:14 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:04:14 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:04:14 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:04:14 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:04:14 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:04:14 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:04:14 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:04:25 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:04:25 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x65982
[1088] 9/5/2011 10:04:29 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x1048772
[1088] 9/5/2011 10:04:29 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:04:29 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:04:42 AM: OnMameStop (MameManager) -> OnMameStop
[1088] 9/5/2011 10:04:42 AM: OnMameStop (MameManager) -> Success
[1088] 9/5/2011 10:09:24 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:09:24 AM: OnMameStart (MameManager) -> GameName: tempest
[1088] 9/5/2011 10:09:24 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:09:24 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,1
[1088] 9/5/2011 10:09:24 AM: OnMameOutput (MameManager) -> OnMameOutput: led1,1
[1088] 9/5/2011 10:09:25 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,0
[1088] 9/5/2011 10:09:25 AM: OnMameOutput (MameManager) -> OnMameOutput: led1,0
[1088] 9/5/2011 10:09:27 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:09:27 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:09:27 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:09:27 AM: FindMame (MameManager) -> Mame Running hWnd: 0x655914
[1088] 9/5/2011 10:09:27 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:09:27 AM: FindMame (MameManager) -> Command Line: mame.exe tempest
[1088] 9/5/2011 10:09:27 AM: Show (ProgramManager) -> Game Found: tempest
[1088] 9/5/2011 10:09:27 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:09:28 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:09:28 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:09:28 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:09:28 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:09:28 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x655914
[1088] 9/5/2011 10:09:28 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x197280
[1088] 9/5/2011 10:09:29 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:09:29 AM: Show (frmLayout) -> frmLayout hWnd: 0x197252
[1088] 9/5/2011 10:09:29 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x524676
[1088] 9/5/2011 10:09:29 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x197252 (Preview)
[1088] 9/5/2011 10:09:29 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:09:29 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:09:29 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:09:29 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:09:29 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:09:29 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:09:29 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:09:48 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:09:49 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x197280
[1088] 9/5/2011 10:09:49 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x655914
[1088] 9/5/2011 10:09:50 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:09:50 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:09:59 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:09:59 AM: OnMameStart (MameManager) -> GameName: tempest
[1088] 9/5/2011 10:09:59 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:09:59 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,1
[1088] 9/5/2011 10:09:59 AM: OnMameOutput (MameManager) -> OnMameOutput: led1,1
Title: Re: CPWizard v2.37 Released
Post by: NelsonPJ on September 05, 2011, 10:44:39 am
And here's the 2nd half (too many characters for the last post)

Code: [Select]
[1088] 9/5/2011 10:10:00 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,0
[1088] 9/5/2011 10:10:00 AM: OnMameOutput (MameManager) -> OnMameOutput: led1,0
[1088] 9/5/2011 10:10:04 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,1
[1088] 9/5/2011 10:10:04 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,0
[1088] 9/5/2011 10:10:04 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,1
[1088] 9/5/2011 10:11:03 AM: OnMameOutput (MameManager) -> OnMameOutput: led0,0
[1088] 9/5/2011 10:11:17 AM: OnMameStop (MameManager) -> OnMameStop
[1088] 9/5/2011 10:11:17 AM: OnMameStop (MameManager) -> Success
[1088] 9/5/2011 10:11:25 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:11:25 AM: OnMameStart (MameManager) -> GameName: irrmaze
[1088] 9/5/2011 10:11:25 AM: OnMameOutput (MameManager) -> OnMameOutput: digit4,10
[1088] 9/5/2011 10:11:25 AM: OnMameOutput (MameManager) -> OnMameOutput: digit2,10
[1088] 9/5/2011 10:11:25 AM: OnMameOutput (MameManager) -> OnMameOutput: blank,-1
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit1,10
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit3,10
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit0,10
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit0,63
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit1,63
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit2,63
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit3,63
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit4,63
[1088] 9/5/2011 10:11:26 AM: OnMameOutput (MameManager) -> OnMameOutput: digit0,6
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:11:44 AM: FindMame (MameManager) -> Mame Running hWnd: 0x787084
[1088] 9/5/2011 10:11:44 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:11:44 AM: FindMame (MameManager) -> Command Line: mame.exe irrmaze
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Game Found: irrmaze
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:11:44 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:11:44 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:11:44 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:11:44 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x787084
[1088] 9/5/2011 10:11:44 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x197280
[1088] 9/5/2011 10:11:45 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:11:45 AM: Show (frmLayout) -> frmLayout hWnd: 0x459400
[1088] 9/5/2011 10:11:45 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x1180036
[1088] 9/5/2011 10:11:45 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x459400 (Preview)
[1088] 9/5/2011 10:11:45 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:11:45 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:11:45 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:11:45 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:11:45 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:11:45 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:11:45 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:12:01 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:12:01 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x197280
[1088] 9/5/2011 10:12:02 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x787084
[1088] 9/5/2011 10:12:02 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:12:02 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:12:06 AM: OnMameStop (MameManager) -> OnMameStop
[1088] 9/5/2011 10:12:06 AM: OnMameStop (MameManager) -> Success
[1088] 9/5/2011 10:12:13 AM: OnMameStart (MameManager) -> OnMameStart
[1088] 9/5/2011 10:12:13 AM: OnMameStart (MameManager) -> GameName: tmnt2pj
[1088] 9/5/2011 10:12:13 AM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Show
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Mame Running
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Searching for Mame
[1088] 9/5/2011 10:12:29 AM: FindMame (MameManager) -> Mame Running hWnd: 0x918056
[1088] 9/5/2011 10:12:29 AM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=800,Height=600}
[1088] 9/5/2011 10:12:29 AM: FindMame (MameManager) -> Command Line: mame.exe tmnt2pj
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Game Found: tmnt2pj
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Getting Game Details
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Sending Pause Key
[1088] 9/5/2011 10:12:29 AM: PauseMame (MameManager) -> Sending Pause Message to Mame
[1088] 9/5/2011 10:12:29 AM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[1088] 9/5/2011 10:12:29 AM: Show (ProgramManager) -> Minimizing Mame
[1088] 9/5/2011 10:12:29 AM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x918056
[1088] 9/5/2011 10:12:29 AM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x197280
[1088] 9/5/2011 10:12:30 AM: Show (ProgramManager) -> Showing Layout Form
[1088] 9/5/2011 10:12:30 AM: Show (frmLayout) -> frmLayout hWnd: 0x590360
[1088] 9/5/2011 10:12:30 AM: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x1442180
[1088] 9/5/2011 10:12:30 AM: Show (frmLayout) -> Success! Foreground hWnd: 0x590360 (Preview)
[1088] 9/5/2011 10:12:30 AM: Show (ProgramManager) -> Show CP Only is False
[1088] 9/5/2011 10:12:30 AM: Show (ProgramManager) -> Exit To Menu is True
[1088] 9/5/2011 10:12:30 AM: Show (ProgramManager) -> Display Mode is MainMenu
[1088] 9/5/2011 10:12:30 AM: ShowScreen (ProgramManager) -> Hiding Main Menu
[1088] 9/5/2011 10:12:30 AM: ShowScreen (ProgramManager) -> Resetting Menu
[1088] 9/5/2011 10:12:30 AM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[1088] 9/5/2011 10:12:30 AM: ShowScreen (ProgramManager) -> Showing MainMenu
[1088] 9/5/2011 10:12:47 AM: CPForm_FormClosing (frmLayout) -> Closing
[1088] 9/5/2011 10:12:47 AM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x197280
[1088] 9/5/2011 10:12:48 AM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x918056
[1088] 9/5/2011 10:12:48 AM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[1088] 9/5/2011 10:12:48 AM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[1088] 9/5/2011 10:12:50 AM: OnMameStop (MameManager) -> OnMameStop
[1088] 9/5/2011 10:12:50 AM: OnMameStop (MameManager) -> Success
Title: Re: CPWizard v2.37 Released
Post by: h0gg1e on September 11, 2011, 11:07:13 pm
Has anyone ever bound multiple keys to one of the cpwizard commands? The default key to show cpwizard is "L" ... I'd like to make it SHIFT+Z ... in the program options is lets me set both keys but that makes it so that SHIFT OR Z shows cpwizard.

This is the line in the .ini
ShowKey=KEYCODE_LSHIFT|KEYCODE_Z

Thanks for any help
Title: Re: CPWizard v2.37 Released
Post by: Necro on September 21, 2011, 03:57:23 pm
Is there a way to modify the CPWizard menu font, format, size, etc?  It's a bit huge and out of place, style wise, on my cab. 

Also, the new method for catching pauses - does it require a certain version of mame in addition to CPWizard 2.36+?
Title: Re: CPWizard v2.37 Released
Post by: headkaze on September 22, 2011, 03:15:45 am
Unfortunately there is no way to change the font at this stage. I'll look into adding it when I have some time.
Title: Re: CPWizard v2.37 Released
Post by: Necro on September 22, 2011, 10:42:07 am
Damn, ok...thought maybe I was missing some way the sub-screens or layouts could be configured.  I'm sure if I could use a reasonable resolution it wouldn't be as bad, but Maximus Arcade is forcing me to use 1024x768...(long story, the tl;dr version is mirror cab w/win 7.  Only frontend to do mirroring is Max Arcade on Win7 unfortunately - and it doesn't support resolutions above that).
Title: Re: CPWizard v2.37 Released
Post by: headkaze on September 22, 2011, 07:06:00 pm
What do you mean by "mirroring"? If you mean split screen for cocktails then GameEx can do that too.
Title: Re: CPWizard v2.37 Released
Post by: Necro on September 23, 2011, 03:12:06 pm
Literally making it look like it was in a mirror  So...  ------: looks like :------.  Honestly, I'd love to use hyperspin but that requires a solution to the above also.    (It's a mirror cab, so what you see is the monitor through a mirror)

And yes, GameEx does work but with how difficult it's themeing system is I abandoned it I believe.  I'll need to take a look at it again.  It definitely has some features I'd like to use...although the pricing scheme I'm a bit eh on.
Title: CPWizard not pausing MAME
Post by: TheManuel on September 24, 2011, 09:45:44 pm
Hello.

I've finally gotten to the CPWizard phase of my project.
However, I can't get CPWizard to pause MAME when I press the "show" key.
I have everything configures per Method #1, but it just won't pause.

Here is my log file:

Code: [Select]
[2592] 9/24/2011 9:38:59 PM: OnMameStart (MameManager) -> OnMameStart
[2592] 9/24/2011 9:38:59 PM: OnMameStart (MameManager) -> GameName: frogger
[2592] 9/24/2011 9:38:59 PM: OnMameOutput (MameManager) -> OnMameOutput: Orientation(\\.\DISPLAY1),0
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Show
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Mame Running
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Searching for Mame
[2592] 9/24/2011 9:39:02 PM: FindMame (MameManager) -> Mame Running hWnd: 0x11600006
[2592] 9/24/2011 9:39:02 PM: FindMame (MameManager) -> Window Rect: {X=0,Y=0,Width=1024,Height=768}
[2592] 9/24/2011 9:39:02 PM: FindMame (MameManager) -> Command Line: mame frogger
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Game Found: frogger
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Getting Game Details
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Sending Pause Key
[2592] 9/24/2011 9:39:02 PM: PauseMame (MameManager) -> Sending Pause Message to Mame
[2592] 9/24/2011 9:39:02 PM: TakeScreenshot (ProgramManager) -> Taking Screenshot
[2592] 9/24/2011 9:39:02 PM: Show (ProgramManager) -> Minimizing Mame
[2592] 9/24/2011 9:39:02 PM: MinimizeMame (MameManager) -> Minimizing Mame hWnd: 0x11600006
[2592] 9/24/2011 9:39:02 PM: MinimizeMame (MameManager) -> Minimizing Mame Console hWnd: 0x655444
[2592] 9/24/2011 9:39:03 PM: Show (ProgramManager) -> Showing Layout Form
[2592] 9/24/2011 9:39:03 PM: Show (frmLayout) -> frmLayout hWnd: 0x3604972
[2592] 9/24/2011 9:39:03 PM: ForceForegroundWindow (HideDesktop) -> Already Foreground hWnd: 0x3604972
[2592] 9/24/2011 9:39:03 PM: Show (frmLayout) -> Success! Foreground hWnd: 0x3604972 (Preview)
[2592] 9/24/2011 9:39:03 PM: Show (ProgramManager) -> Show CP Only is False
[2592] 9/24/2011 9:39:03 PM: Show (ProgramManager) -> Exit To Menu is True
[2592] 9/24/2011 9:39:03 PM: Show (ProgramManager) -> Display Mode is MainMenu
[2592] 9/24/2011 9:39:03 PM: ShowScreen (ProgramManager) -> Hiding Main Menu
[2592] 9/24/2011 9:39:03 PM: ShowScreen (ProgramManager) -> Resetting Menu
[2592] 9/24/2011 9:39:03 PM: ShowScreen (ProgramManager) -> Setting Exit To Menu True
[2592] 9/24/2011 9:39:03 PM: ShowScreen (ProgramManager) -> Showing MainMenu
[2592] 9/24/2011 9:39:05 PM: CPForm_FormClosing (frmLayout) -> Closing
[2592] 9/24/2011 9:39:05 PM: RestoreMame (MameManager) -> Restoring Mame Console hWnd: 0x655444
[2592] 9/24/2011 9:39:06 PM: RestoreMame (MameManager) -> Restoring Mame hWnd: 0x11600006
[2592] 9/24/2011 9:39:06 PM: UnPauseMame (MameManager) -> Sending UnPause Message to Mame
[2592] 9/24/2011 9:39:06 PM: SendMessage (InterComm) -> IPC_Server Failed To Send Message Id:Exit Str:
[2592] 9/24/2011 9:39:07 PM: OnMameStop (MameManager) -> OnMameStop
[2592] 9/24/2011 9:39:07 PM: OnMameStop (MameManager) -> Success

Thanks for CPWizard.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on September 24, 2011, 11:58:03 pm
Did you check what version of MAME you're using? Only certain methods work for different versions.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on September 25, 2011, 08:56:57 am
Yes.  It is MAME 0.142.
I compiled it with your tool and added the hiscore diff patch.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on September 25, 2011, 10:18:04 pm
Do your settings look like this?

(http://headsoft.com.au/images/cpwpause.png)
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on September 25, 2011, 10:33:34 pm
Absolutely.  I read the instructions in the website first and had to ask because I can't figure it out.

Also, I don't know if this is related but CPWizard does not read the controller settings from my ctrlr file (I specified the ctrlr directory under Options). 
Does it have to be named a certain way?
Title: Re: CPWizard v2.37 Released
Post by: headkaze on September 25, 2011, 11:12:35 pm
Did you see the notice about using Method 1?

Quote
NOTE: Using this method you cannot set the Show Key to be the same as Mame's pause key.

Is your ctrlr file in a folder called "ctrlr" in MAME's root folder?
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on September 25, 2011, 11:27:55 pm
I did see that so I set the show key to the default of "L".  My MAME pause key is "P".
I'm stomped.

Yes, my controller config file is in the ctrlr folder within the MAME root folder.  MAME recognizes my keys just fine.  Some games appear fine in CPW but others don't.  I'll try to narrow it down some more.
Title: Re: CPWizard v2.37 Released
Post by: Necro on September 29, 2011, 09:14:03 pm
Headkaze, two quick questions for you.
1. Can CPWizard detect different versions of mame running and display different layouts based on what's running?  As a kludge to get around Maximus not really supporting multiple control panels well, I'd like to setup multiple versions of MAME (basically, only diff being the file name) and have it pull up a diff. layout for the current control panel that's on my cab.  Let me know if this doesn't make sense.

2. EsctoKey or KeytoEsc or exit or something along those lines seems to be crashing out on me constantly.  Was working fine, changed nothing now it's doing it all of a sudden.  Curious if there's any know issues with Win7 that might be causing it or if it's a known bug of some kind I can try to avoid somehow.  Using the recommended method to pause/show mame (with the L key as the 'show' and P for pause in mame). 

TIA.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on September 30, 2011, 09:30:02 pm
I finally found why CPW won't pause MAME for me when pressing the show key.  The culprit is the "multithread" MAME option.  If I disable it, CPW pauses MAME without problem. 

Is this a known issue?
Title: Re: CPWizard v2.37 Released
Post by: Necro on October 01, 2011, 02:42:27 pm
OK, it was HiToText that was crashing out.  (Mirror cab...sorry).  Anyway, I think (stress think) it's something to do with no Hiscore info being present (first run or something) of a game that should hvae a hiscore file.  I stopped showing hi scores and it appears to be ok for now.  Some other oddities occuring, but I'm working through them.

Still need to figure out that multi CP issue though...
Title: Re: CPWizard v2.37 Released
Post by: NelsonPJ on October 02, 2011, 10:17:04 am
OK, it was HiToText that was crashing out.  (Mirror cab...sorry).  Anyway, I think (stress think) it's something to do with no Hiscore info being present (first run or something) of a game that should hvae a hiscore file.  I stopped showing hi scores and it appears to be ok for now.  Some other oddities occuring, but I'm working through them.

Still need to figure out that multi CP issue though...

I also had a problem with HiToText crashing, and also I decided to disable it (I posted about it in this thread about a month ago).  I couldn't figure out if it was related to launching a new game without high scores, or if it was just random.  I haven't had any other crashes since disabling high scores.

I occasionally still get a big delay when launching CPWizard.  I've noticed it tends to happen if I launch CPW twice in one game - the second launch has the 5-10 second delay.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 08:34:58 am
As far as the delays, do you have "dynamic data loading" enabled under options?
It slows down the display of CPW as it refreshes the MiniInfo database.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 08:39:02 am
I'm jealous.

I see pictures of CPW that show it running over a screenshot of the game being played as background.  When I check the box for "screenshot" under Options/MAME, it still doesn't work.

Has anyone run into this?
Title: Re: CPWizard v2.37 Released
Post by: Necro on October 04, 2011, 09:56:09 am
Doesn't work for me either.  Although, when are the screenshots supposed to show?  There not under my 'menu' - and my CP has a background image so...that may be it.  Maybe you need a layout with no background? 
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 10:00:30 am
That's not it.
I don't have a CP background on my layout, just the controls, and still I can't the game screenshot to show up.  It goes back to the default dark blue with subtle streaks.

Thanks for letting me know
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 05:24:12 pm
Well, I found that the screenshot feature does work when you enable the "AutoShow" feature in the MAME tab.  However, it forces you to use the AutoShow feature, which shows your control panel upon launching the game, within a user-defined delay and duration.  However, I personally prefer not to use this feature.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 05:35:14 pm
Hmm.  Let me correct hat to "almost works".
I changed back to disabling "autoshow" and now, if I enable it again, it doesn't work.  It's very confusing.  I can't reproduce it at will.
Title: Re: CPWizard v2.37 Released
Post by: DCsegaDH on October 04, 2011, 10:18:09 pm
I have a question, how do I change each control panel layout for game? I'm liking this program already (I just started using it).
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 10:37:00 pm
Do you mean trackball vs. joystick games and so forth?
Title: Re: CPWizard v2.37 Released
Post by: DCsegaDH on October 04, 2011, 10:42:53 pm
No, I mean I want to change the layout per game because right now I change one game and it's the same thing for every game. Like I change the control panel on Street Fighter II, but all the layouts change too, I'm not doing something right.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 10:49:02 pm
Did you link the graphic for each joystick and button to the corresponding labels (double-click each button and use the drop-down menu under label link)
Title: Re: CPWizard v2.37 Released
Post by: DCsegaDH on October 04, 2011, 10:52:57 pm
Did you link the graphic for each joystick and button to the corresponding labels (double-click each button and use the drop-down menu under label link)
I don't think I tried that, thanks I'll try that :applaud:
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 04, 2011, 10:54:14 pm
That's what tells CPWizard that its should fade a particular button if it's not used in MAME.  It will look at your ctrlr and cfg files to determine if it's used or not.
Title: Re: CPWizard v2.37 Released
Post by: DCsegaDH on October 04, 2011, 11:33:02 pm
For some reason only player 2 controls show up, but player 1 side is blank, I'm not sure why :dunno
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 05, 2011, 09:03:44 am
Perhaps you are using MAME defaults for P2 and have remapped P1?
If so, make sure you have created input labels for P1 controls in your layout.  You have to specify input labels that match your physical controls and mapping.  Let's say you have a keyboard encoder and have programmed it this way:
P1 Up: I
P1 Down: K
P1 Left: J
P1 Right: L

In that case, you have to create a label for each joystick direction and place them in the appropriate places around the picture of the P1 stick in your layout.  For each of the above, under properties, you have to select "Key Code" under "Code Type" and then KEYCODE_I, KEYCODE_K, and so forth.
Then, you would link your joystick picture to one of those Key Codes, as explained before.

You might already be beyond these basics but I'm throwing it out there, just in case.  I'll try to help you get it running as much as I can.
Title: Re: CPWizard v2.37 Released
Post by: DCsegaDH on October 05, 2011, 11:46:29 am
Perhaps you are using MAME defaults for P2 and have remapped P1?
If so, make sure you have created input labels for P1 controls in your layout.  You have to specify input labels that match your physical controls and mapping.  Let's say you have a keyboard encoder and have programmed it this way:
P1 Up: I
P1 Down: K
P1 Left: J
P1 Right: L

In that case, you have to create a label for each joystick direction and place them in the appropriate places around the picture of the P1 stick in your layout.  For each of the above, under properties, you have to select "Key Code" under "Code Type" and then KEYCODE_I, KEYCODE_K, and so forth.
Then, you would link your joystick picture to one of those Key Codes, as explained before.

You might already be beyond these basics but I'm throwing it out there, just in case.  I'll try to help you get it running as much as I can.
Thanks so much for telling me this, I'm trying this on just on my office computer. I'm probably going to wait until my Mame cabinet is done to do this, but I think I got it. 
Title: Re: CPWizard v2.37 Released
Post by: headkaze on October 05, 2011, 12:36:09 pm
Thanks for helping out Manuel.

For the users who have reported HiToText crashing please report the bug to this thread (http://forum.arcadecontrols.com/index.php?topic=83614.0).

Also to the guy who asked for more GROUP codes, check CPWizard\Data\InputCodes\GroupCodes.txt. It should be fine to add in more groups there.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 05, 2011, 01:30:02 pm
Feeding from the other discussion, and in an effort to keep things organized and easy to find, I've compiled here a list of the issues, potential bugs or feature suggestions that I've identified (some might be my ignorance of how CPW works), for whenever you find time again to look into them.  Again, not an attempt to prod you on, simple trying to save you the time of going through all the threads.

Possible issues:

1) Mame screenshot feature as background when CPW displays, not working for everybody.
Background info in this post (http://forum.arcadecontrols.com/index.php?topic=74091.msg1219633#msg1219633) and the 4 that follow it.

2) CPW showing default control layout, rather than neogeo layout when there is a neogeo entry in the ctrlr file but individual NeoGeo game entries in the controls.xml file
Back ground info here (http://forum.arcadecontrols.com/index.php?topic=114863.msg1219014#msg1219014), and attached ctrlr.cfg and controls.xml files two posts after that.

3) CPW can't pause MAME when multithreading is enabled in the MAME ini file.
MAME ini file entry:
#
# WINDOWS PERFORMANCE OPTIONS
#
multithreading            1

4) When a game does not have an entry in the controls.xml file, CPW shows buttons with generic labels but does not show anything for joystick directions, so joystick fades, unless linked to PLAYER_1_JOYSTICK.
Linking to PLAYER_1_JOYSTICK has the undesired effect that if MAME has joystick entries for a game that is all buttons, like phoenix or asteroids, then the joystick will be shown by CPW, even if only buttons are mapped in MAME ctrlr or cfg.
Background info here (http://forum.arcadecontrols.com/index.php?topic=114863.msg1218399#msg1218399) and in the few posts before that one.

5) If easy to implement, please consider adding some sort of key-repeat code for non-USB keyboard users.  I have an old iPac through PS/2, and holding down the down direction in the joystick does not scroll down the lists in CPW's info screens (history.dat, etc.).  However, it works fine in HS.  I've noticed that CPW does not take action on key presses, until the key is let got, which pretty much kills that functionality.

I hope this helps.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on October 05, 2011, 03:59:05 pm
Yes thanks it does!  :cheers:
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on October 10, 2011, 10:38:04 pm
At the risk of incurring your Mitsurugi Damascus Sword wrath, I've added yet another request to the list above.

Regards.
Title: Re: CPWizard v2.37 Released
Post by: raungst on February 21, 2012, 01:19:58 am
I love CPWizard but I'm having a ton of issues with it playing nice with MaLa. Because of this, I'm searching for solutions to use the abilities of CPWizard (mainly the export image feature) to try work around my troubles. Are there any AHK scripts or anything that can display the images with a keypress in or out of MAME? Or is the intention to use them as bezels and access them with tab? I saw that there used to be a bezel diff that would display the images during a pause, but it seems it wasn't updated as MAME progressed. Any ideas?

My issue with MaLa and CPWizard is that it takes CPWizard (or MaLa, I'm not sure) 10 seconds to bring up the control panel after launching a game if I have MaLa as the shell in windows XP. If I run it outside with explorer running, it takes 2 seconds (which still seems a little long). I'm searching for a solution that's somewhat more instant. Even if I can't get it show after launching a game, it would be nice to get it inside MAME with out having to access the tab menu (I don't have Tab on my control panel).

I know that's a lot of questions... I appreciate any input.

Thanks!

Title: Re: CPWizard v2.37 Released
Post by: headkaze on February 21, 2012, 02:20:09 am
Have you got the "Dynamic Data Loading" option enabled by any chance? That means all data is loaded as needed rather than at first launch.

Also are you launching CPWizard each time or leaving it launched from startup? If you launch it from startup and leave it launched then send it the command line options it should be quicker.

There is also the bezel option which displays your layout inside MAME without the need for CPWizard running.

If these things don't solve your problem you can try exporting images and looking at Marquee Magician.
Title: Re: CPWizard v2.37 Released
Post by: raungst on February 21, 2012, 02:30:11 am
With MaLa shelled it's difficult to know if it's launching it standalone each time. I've tried having it run it with -minimized first when MaLa loads, but it doesn't change anything. I've tried it with both dynamic and not dynamic. I didn't see a huge difference. Now that I write all this down, it makes me think it's opening new cpwizards each time. I'm not sure how to fix that.

It looks like the bezel patch works in 0137, though on a different line. I'm having issues recompiling it (see mame compiler thread), but if I can get it working I believe my speed issue will be addressed.

Thanks for the quick reply.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on February 21, 2012, 02:36:23 am
For older machines I recommend the bezel patch method.
Title: Re: CPWizard v2.37 Released
Post by: raungst on February 21, 2012, 02:42:41 am
It's a core2duo. Not new, but not old per se. I think the bezel patch is the right way for me too, given the issues I seem to be having. I'll keep trying to recompile. Can you take a look at your stickied mame compiler 64 thread. I get an error when I try to recompile version 0.137. Thanks so much for your help.
Title: Re: CPWizard v2.37 Released
Post by: Neverending Project on February 27, 2012, 01:33:41 pm
I'd bet the issue is similar (or the same) as one I and others have seen with Mala. There was a thread here (http://forum.arcadecontrols.com/index.php?topic=98573.0), but nothing got resolved.

Coincidentally, I just looked at this again last week. I think the issue is the way Mala uses a "Starting" window, but I'm not sure. It seems like when you launch MAME from the Mala menu, it shows a "Starting" window, then hides it and launches MAME. Pausing MAME the first time will (in my case) bring up CPWizard right away, as expected. But exiting CPWizard brings you back to a blank Mala window (no menus, no text), with a minimized title bar in the lower left called FORM or something like that. You can hear MAME in the background because it has been un-paused by CPWizard. If you use a keyboard to switch to MAME, you can then exit and you will go back to Mala. But if you then launch MAME again, when you pause it CPWizard doesn't display correctly. And I think you see a second minimized window/form in the lower left. Repeating the above produces more minimized windows, and a real mess.

I'm sure I am not explaining this well enough for HeadKaze or anyone to help trouble-shoot, but I am interested in finding a solution. So if someone has time to help solve this, I can provide whatever details are necessary.

Note that I have tried this with numerous different options, all with the same results. Most recently, I tried using Method 1 (http://headsoft.com.au/index.php?category=cpwizard) from Headkaze's website.
Title: Re: CPWizard v2.37 Released
Post by: raungst on February 27, 2012, 02:00:13 pm
I was able to solve my slow loading issue of the control panel by correctly using MaLa to get CPWizard into its resident mode. HeadKaze was right, it was loading everything from scratch everytime.

I also see exactly what Neverending Project is talking about. Showing the control panel beforehand works fine, but trying to show the menu, whether via detecting the pause or sending the pause renders MaLa unusable. I'm assuming as well, that its based on how MaLa waits for the emulator to return.


Title: Re: CPWizard v2.37 Released
Post by: nipson on March 21, 2012, 11:56:51 am
Hopefully someone can solve my issue. I've got CPWizard and Maximus Arcade. The only time I want to show the Control Panel is when a game is chosen from the menu in Maximus. I want it to show the controls for about 5 seconds, then go into the game. I don't care about screenshots/artwork/second monitors etc. I just want it to show for those few seconds before the game is started. I've tried passing in this in the command line PreLaunch tab for mame:

-emu mame -game %name -timeout 5000

While this shows the CP, it never goes back into mame. You can here it the sounds running in the background, but focus never switches to mame. Alt + Tab doesn't get me there either.

I've also selected the Enable checkbox under the MAME Tab in the Options menu in the "Auto Show (On Game Start)" panel. I left Show Delay at 2000 ms and Timeout at 5000 ms. This doesn't seem to work for me. What other options should I be checking?

Can you please help me?
Title: Re: CPWizard v2.37 Released
Post by: nipson on March 23, 2012, 09:42:55 am
Oddly enough, it has now started working as intended. I removed the prelaunch command line a couple of days ago and have just been going without. Last night I rebooted my pc for probably the 10th time since I made the above post. Fire up Maximus Arcade and what do you know? My layout!

Title: Re: CPWizard v2.37 Released
Post by: kenshen on December 31, 2012, 05:27:06 pm
Sorry for thread Resurrection but I'm having a problem with cp wizard and Mala i get the CP wizard screen with info to appear but when i try to hide it and go back to mame it disappears and  all i see is the background image of MaLa help! 
Title: Re: CPWizard v2.37 Released
Post by: kenshen on January 04, 2013, 01:23:53 pm
Bump?
Title: CPWizard v2.37 Released
Post by: secret80sman on January 05, 2013, 10:44:21 am
I get CPWizard to launch correctly but even though I designed a panel that accurately reflects my control panel on my cabinet the program always reflects MME defaults for the games not the custom assignments that I have made. Any thought on how to solve this? Is there a file I have to manually edit for every game?
Title: Re: CPWizard v2.37 Released
Post by: rtkiii on March 26, 2013, 10:41:33 am
I get CPWizard to launch correctly but even though I designed a panel that accurately reflects my control panel on my cabinet the program always reflects MME defaults for the games not the custom assignments that I have made. Any thought on how to solve this? Is there a file I have to manually edit for every game?

This maynot be the same issue I was having but anytime I would change the controls for my games(MK example) CPwizard would just remain the same.  I ended up finding that my path to the ctrl folder(or whatever it was called) was set to the wrong mame path inside of the mame options/paths for CPWizard.  Once I changed that I saw the change in CPwizard.  As for the control panel thing the only way I got it to work is a changed the default file to reflect my cabinet.  If I created one from scratch I had issues(probably a user issue) but changing the default to what mine would be worked like a champ.
Title: Re: CPWizard v2.37 Released
Post by: Dawgz Rule on March 26, 2013, 04:33:48 pm
Quote
As for the control panel thing the only way I got it to work is a changed the default file to reflect my cabinet

 :stupid

Yeah, I saw the same thing when I was first mucking around with CPWizard so I simply modified the default and it works fine.  (I later figure out what I was doing wrong by cannot remember for the life of me what I did to resolve the issue).  On top of double checking folder path, you may find that you have to exit CPWizard and restart it to reflect the changes. 
Title: Re: CPWizard v2.37 Released
Post by: Zeenon on March 28, 2013, 01:23:12 am
Well spend the better part of the night configuring CPwizard v2.37 to mimic my CP. Only question I have is, I see some screenshots were the unused button are greyed out, how is this done? I currently have 7 blue buttons per player defined in cpwizard, but when I do a preview only the active buttons (for that game) are displayed.

Z
Title: Re: CPWizard v2.37 Released
Post by: headkaze on March 28, 2013, 03:39:18 am
You need to use a 'label link' to associate a control with a label.
Title: Re: CPWizard v2.37 Released
Post by: Zeenon on March 28, 2013, 10:19:14 am
Ben,

Not sure if a phrased the question the right way or I still don't know what I'm doing :) but......

Cpwizard is working as it should, pull up Golden AX and SF and it correctly shows what buttons to use. But I see on other screen shots people have the unused buttons greyed out. for example on the first screen shot below the three buttons UNDER attack/jump/magic would be grey. (In my case I used my adobe illustrator file as the background so their are button holes under the buttons)

Edit: What a minute!!! Did they use smoke and mirrors and embed the grey buttons in the jpg background??????

(https://lh5.googleusercontent.com/-MJAZJrfqR1M/UVRKlwz9jII/AAAAAAAAAE8/2qsd5kCekiY/s1440/cpwiza.jpg)

(https://lh5.googleusercontent.com/-n6stSVRCaWk/UVRKmMFQe9I/AAAAAAAAAFA/Fe3f2akLXSM/s1440/cpwizb.jpg)

Z
Title: Re: CPWizard v2.37 Released
Post by: headkaze on March 28, 2013, 11:32:57 pm
Yes you need a label link so it knows which controls to dim. See attached screenshot.
Title: Re: CPWizard v2.37 Released
Post by: TheManuel on May 07, 2013, 11:19:08 am
headkaze:

If you find the motivation and it's simple, could you add an option in the input section (a check box) to prevent the Select Key from bringing you back to cpwizard's menu?  This way the back key would be required to get to the menu when viewing the controls or any other display.

Best regards.
Title: Re: CPWizard v2.37 Released
Post by: capitaineflam25 on August 30, 2013, 05:08:42 am
Hi,

i'm facing a bug when batch exporting my panels to png (using CPWizard 2.39)

Many images exported are a clone of one game image, for ex. i will get many images containing the controls and the title of "Keks" whereas the games are not this one (see attached examples)
It seems that CPWizard isn't able to generate some images after a certain time of batch conversion, and it is writing a previous succesfully generating image for the currently exported game.
The bug seems to occur randomly after a certain image count, so a workaround is to delete the cloned images and to batch export again with "skip existing" option.
In order to export a full Mame panels set, you have to do that many times to avoid cloned images.

Anybody has faced this issue ? found a better workaround ?
Is there something i can do to help finding the origin of this bug ?

Regards
Title: Re: CPWizard v2.37 Released
Post by: jasonbar on October 09, 2013, 03:23:23 pm
Howdy headkaze-

I'm revisiting CPWizard after several years.

I'm using 2.21 on my MAME cabinet.

I just downloaded 2.39.

What's the most elegant means of updating CPWizard without losing my settings, layout, etc. That is, can I just copy over the newer CPWizard.exe file into my current installation? Ought I copy any other files too?

Thank you,
-Jason
Title: Re: CPWizard v2.37 Released
Post by: headkaze on May 01, 2014, 11:53:20 pm
What's the most elegant means of updating CPWizard without losing my settings, layout, etc. That is, can I just copy over the newer CPWizard.exe file into my current installation? Ought I copy any other files too?

Sorry for the late reply. You should be able to install CPWizard without it effecting any of your settings or layouts although I would backup your CPWizard Data folder just in case.
Title: Re: CPWizard v2.37 Released
Post by: greggooch on July 11, 2014, 05:52:01 pm
Sorry, I created a new thread for this a moment ago but just realized this thread might be the best place for this question.

I am trying to get Layout Mappings to work for CPWizard, where a "constant" such as lightgun, dial, or trackball would bring up a different layout than the default.  The problem I am having is that the sub screen only loads if there is no mapping.  I can get games like Tempest or World Class Bowling Deluxe to display the sub screen only if I uncheck the box in the CPWizard mapping section, but it displays the default mapping in that case.

I have tried reinstalling CPWizard (backing up my CPWizard config folder first), rebooting, and it still does not work even with the default settings from the installer.  I have tried mapping with "Control" vs. "Constant" and even tried both.

I should also mention that the preview tool in CPWizard itself displays the correct layout with no problem.  This is just when I am trying to get it to work with MAME.
Title: Re: CPWizard v2.37 Released
Post by: knightrdrx on July 26, 2014, 10:55:08 am
it just showed up at game launch without me even finishing setting it up...then i did something and i don't see it anymore (i tried to design my own layout) but regardless..i had to exit manually ...couldn't it just show up for 10 seconds and then the game title screen comes up?
If not I think I'd rather have it on the pause setting if i cian figure that out.
Title: Re: CPWizard v2.37 Released
Post by: jaharr01 on October 19, 2014, 12:08:33 pm
Hey I was wondering is there any way to get CPwizard to work with a GGG GP40 controller without using joy2key?
Title: Re: CPWizard v2.37 Released
Post by: isolt on February 04, 2015, 03:42:06 pm
Hi guys I'm having a problem with slow display times in CP when I run it with MALA. Launches fine the first time, then slow.
I see in this thread http://forum.arcadecontrols.com/index.php?topic=98573.0 (http://forum.arcadecontrols.com/index.php?topic=98573.0) that V2.21 didn't have this issue. Does anyone have a copy of this version? I am currently running the latest version.
I'm running using the recommended display key method, this works fine when running MAME without MALA.
Log http://pastebin.com/bgt5fHZ5 (http://pastebin.com/bgt5fHZ5)
Fresh Restart, CPwizard is running in the taskbar
18:06:13 CP wizard launches quickly, Very slow to close though
18:06:50 Launched for the second time, 44 second delay between show and force.
[3572] 04/02/2015 18:06:56: Show (frmLayout) -> frmLayout hWnd: 0x263302
[3572] 04/02/2015 18:07:40: ForceForegroundWindow (HideDesktop) -> Foreground hWnd: 0x263302
Slow to close again then identical slowness on next try.

Any Ideas guys, or anyone have an older version?

Cheers


Title: Re: CPWizard v2.37 Released
Post by: tony.silveira on February 08, 2015, 07:30:00 pm
same slow display issues on this end, anyone have any ideas?
Title: Re: CPWizard v2.37 Released
Post by: knightrdrx on February 17, 2015, 06:14:48 pm
I'm running 2.40 with mame .155.
Anyone know what that hitotext error message is that locks it up? I got rid of it before I can read it.
Also I don't know why sometimes when i hit pause and cpwizard pops up like it should I can't get rid of it and return to the game . It freezes and I can't unpause.
I have it so that you have to hit the send or show key or whatever and then hit pause again.

Is the send key used to manually minimize it instead of waiting for the countdown?
Title: Re: CPWizard v2.37 Released
Post by: empardopo on February 23, 2015, 03:23:18 am
Please, where can I download CPWizard?
Thanks in advance.
Title: Re: CPWizard v2.37 Released
Post by: knightrdrx on February 23, 2015, 05:37:12 pm
headsoftware.net
Title: Re: CPWizard v2.37 Released
Post by: Brian B on February 23, 2015, 07:01:31 pm
Version on the site says 2.38, but I see people with 2.4--is the file name just off?

B.
Title: Re: CPWizard v2.37 Released
Post by: empardopo on February 24, 2015, 02:49:26 am
headsoftware.net
thanks!
Title: Re: CPWizard v2.37 Released
Post by: stigzler on August 20, 2015, 07:18:30 pm
The weirdest thing...

Does CPWizard send mousedowns or something when it first loads? If I click a button on my app to load it - CPWizard will load, taking focus from the app, but then the control is activated again after CPWizard loads. Tried this all over the screen - unfocussed windows get focussed if your hovering over them just as CPWizard loads.

Is there any way to stop it? Wondering if it's something to do with the mame pause functions, but tried messing about with these, but still happening. Also, tried all sorts in my .net app, but just can't work around it. Any tips? (apart from wait for the new version ;) )

Title: Re: CPWizard v2.37 Released
Post by: epetti on October 06, 2015, 01:41:02 am
Hi. I could use a little help with my setup. I've been running CPWizard successfully for quite a while. But I just did an upgrade to my system. New computer, running Windows 7 instead of XP, and MAME .165 instead of .148.

I transferred over my CPWizard files from the old computer and pointed to the new MAME exe. I can get CPWizard to pop up during a game, and the menus are all there, but the control panel comes up with just the generic keycodes listed instead of the actual game controls (i.e. "KEYCODE_TILDE" instead of "Jump"). This happens even if I just manually run cpwizard with a single game from the command line. Not sure if it's related, but if I try to Preview from the UI, the game list is empty. My MAME path seems to be pointing to the right place, and the CPWizard log has no errors in it. Any help would be greatly appreciated.

Thanks.
Title: Re: CPWizard v2.37 Released
Post by: Token on February 04, 2016, 08:53:18 am
I'm running HyperSpin and MAME 1.49 (no-nag compile).

CPWizard launches without problem on pause, but then returns to HyperSpin rather than MAME when unpaused.

I'm just getting started with CPWizard, so maybe I'm missing something simple...
Title: Re: CPWizard v2.37 Released
Post by: 8trek on October 19, 2016, 05:46:41 pm
running 2.42. using the batch export tool to export all png layout images. getting random results after changing control mapping. sometimes a reexport of image shows the new mapping of controls, othertimes does not. also noticing weird things like the date modified on the newly created exported image shows like it's old by like 10 or 20 minutes. usually when this happens have to shutdown everything then re-attempt then shows current modified time.  have played around with modifying the controls.xml file to see if i can change something as simple as text but changing this file seems to have no affect. anyone out there done anything like this?  thanks.
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 02, 2016, 04:36:02 pm
Hello!
Is there some way to open the preview utility via command line?
It would be the same result as: "cpwizard -game pang -show"  (pang for example) but in windowed mode.

I need this because I want to create a script to open 2 cpwizard layouts, one for each player. That would be perfect for each player to see movement list in fighting games.
Title: Re: CPWizard v2.37 Released
Post by: stigzler on November 02, 2016, 04:53:23 pm
If you are using two separate displays - could you use some kind of 'duplicate displays'?
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 02, 2016, 05:42:31 pm
If you are using two separate displays - could you use some kind of 'duplicate displays'?

Nope. I'm using only one display. BTW, duplicating displays would not work, because the second layout for the second player uses his controls opening another installation of cpwizard, with the controls configured for the second player.

 I just need to open layout mode in a window, same way as the Cpwizard View=>Preview application does, but via command line.
The command line we all know "cpwizard -game sf2 -show" ALWAYS open the layout in full screen mode, and I can't find a way to run it windowed, which is what I need. 

Thanks for answering anyway :)
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 03, 2016, 08:41:38 pm
CPwizard 2.42 has a bug. To be concrete, it's the New Bezel Method (LUA Plugin):
When pressing PAUSE in MAME, the game screen turns directly into the first option in "Video Options" (inside the TAB menu). In some games it activates Upright Artwork, in others like Outrunners this is more serious... cause if you're playing dual screen in turns into single screen....

It's not neccesary to have CPwizard opened to reproduce the bug. It happens as soon as you copy the cp plugin inside mame plugins folder.

Title: Re: CPWizard v2.37 Released
Post by: headkaze on November 04, 2016, 06:19:11 pm
When pressing PAUSE in MAME, the game screen turns directly into the first option in "Video Options" (inside the TAB menu). In some games it activates Upright Artwork, in others like Outrunners this is more serious... cause if you're playing dual screen in turns into single screen....

Thanks for reporting this bug.. I'll fix it when I can. EDIT: I have a fixed version but I need MameDev to apply a patch I've made. As soon as it's in a future release I'll make the new script available.

As for adding an option to display CPWizard screens as windows.. well they are windowed mode just maximised and foreground. I recently added a bunch of options so they wont activate (gain focus) or set the window into foreground. You will need to download the latest version for these new options (see attached screenshot).

I don't really understand what you mean by "open layout mode in a window". If you need an extra option can you please explain in more detail what you want. Perhaps make a mock up if you can?
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 04, 2016, 09:12:43 pm
Hi
Thx for your fast reply!

Well, I've tried disabling those options (foreground, gain, focus...) but the result is the same. Cpwizard layouts always open maximized, and there's no way to turn it into a manipulable window, no combination of keys (alt+enter or Win+Arrows... whatever)....

I want to create a script (using autohotkey) for fighting games, opening 2 cpwizard different installations, 1 configured with player 1 controls and the other for player 2 controls in my cabinet. And the only way to do it is getting rid of the maximized mode of the layouts.

Right now, it is impossible in cpwizard to open a windowed mode layout. The only way to do it is with the gui option, View=>Preview, then selecting the game. From here any layout is open windowed, but this is not viable for a script.

The possible solutions for me would be:
 - Adding an option to always open the layouts windowed (for example, together with the other options "foreground, gain focus...)".
 - Adding an option in the commnad line, for example "-w"
"cpwizard -game sf2 -show -w"   (to open the layout in windowed mode)
 - Adding a key combination to allow turn the layout screen into windowed mode.

I've added a screenshot. Well, to sum it up,  it's quite simple, I just need a way to access that windowed layouts, apart from inside the gui (view=>Preview), because that way is not suitable for a script.

Thanks in advance :)
Title: Re: CPWizard v2.37 Released
Post by: stigzler on November 05, 2016, 05:32:40 am
So you're looking to open 2 CPWizard windows on a single monitor to show two lots of control layouts which are exactly the same?  ???

Or do Player 1 and 2 have different controls sometimes? If so, you can construct single layout with both player 1 and 2 on (as per your screenshot)

Hard to understand what your're trying to achieve unless I'm just not getting it.
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 05, 2016, 06:16:19 am
So you're looking to open 2 CPWizard windows on a single monitor to show two lots of control layouts which are exactly the same?  ???

Or do Player 1 and 2 have different controls sometimes? If so, you can construct single layout with both player 1 and 2 on (as per your screenshot)

Hard to understand what your're trying to achieve unless I'm just not getting it.

The screenshot I put just show the kind of layout (windowed) I need to be able to open in any of the 3 possible alternatives I wrote, which are suitable for a script.

Fighting games have their movements list inside CONTROL INFO. I want each player being able to read his movement list separately. I can do it with a script using autohotkeys, but for that, first I need to open windowed layouts.

I might have forgotten to explain this better  ;D

Edit: I'm showing you examples of my future script:
 -In screenshot 1 I'm using a PDF guide of the game using Manual option. This is intented to be for showing mame's operators manual of each game, but you can open any kind of PDF. In my case, I'll use it for opening pdf guides of fighting games.
 -In case I don't have a pdf guide of a fighting game, I can use the option Control Info. In screenshot 2 I have the divided screen for each player but this time using Control Info option. Control Info includes most movements list of all mame fighting games. This information is read from the file cpwizard\data\command.dat


Title: Re: CPWizard v2.37 Released
Post by: stigzler on November 05, 2016, 07:15:47 am
Oh! I get it now. Yeah - this would be a nifty feature.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on November 08, 2016, 07:42:58 pm
anchounio: It appears you just need an option to display the layout in a window. Do you need to be able to set the position? What about the titlebar and border?

I have a fixed version but I need MameDev to apply a patch I've made. As soon as it's in a future release I'll make the new script available.

The good news is my patch is now in the official MAME GitHub repo so as soon as a new version of MAME is released I will be posting a new plugin.
Title: Re: CPWizard v2.37 Released
Post by: username1024 on November 08, 2016, 08:06:24 pm
Does anyone know how to batch export a limited set of bezels using CPWizard?  I only have about 50 roms on a cabinet to keep it easy for visitors to choose a game.  I use File->Export->Batch with the "Output Type" set to Bezel but it starts making hundreds and thousands of .zips I am uninterested in.  I'm using a pretty high res background image for my control panel so I really don't want to have to generate like 36,000 .zips to get the 50 I need.

Is there a command line option to output a specific game's bezel?  I could script it myself then.  Or a way to limit the games CPWizard knows about to just the roms I have?  Thanks!
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 08, 2016, 08:09:21 pm
anchounio: It appears you just need an option to display the layout in a window. Do you need to be able to set the position? What about the titlebar and border?

Yeah, that's it :)
I think I don't need the position, cause I will just move it right in my script with Windows Key+Left or Right arrow.
It would be much better without the titlebar and the border.
Thanks in advance :)
Title: Re: CPWizard v2.37 Released
Post by: headkaze on November 08, 2016, 09:05:04 pm
I think I don't need the position, cause I will just move it right in my script with Windows Key+Left or Right arrow.
It would be much better without the titlebar and the border.

If you're going to use Autohotkey then you should be able to position the window as it is.

Use the FindWindow Win32 API function to get the handle to the CPWizard window named "Layout". Then use the SetWindowPlacement Win32 API function. Set the showCmd struct value to SW_RESTORE to take the window out of its maximised state. Fill the rest of the struct with the values you want for the position and size of the window. There is an example AutoHotkey script here (https://autohotkey.com/board/topic/63504-hidden-window-shows-when-moved/).

The main problem I see is CPWizard is not designed to run multiple instances. In fact if you try to run another instance it will send the command line args to the previous instance and close.
Title: Re: CPWizard v2.37 Released
Post by: anchounio on November 09, 2016, 07:29:41 am
The main problem I see is CPWizard is not designed to run multiple instances. In fact if you try to run another instance it will send the command line args to the previous instance and close.

I'm using a second cpwizard installation. This way 2 instances can be opened, and in the second cpwizard the controls of the second player are configured.

BTW, I'm getting mad with that autohotkey script... Could I have a closer example?
Or just have an added option to open layouts windowed, cause the autohotkey solution is ... really difficult for me  :lol
Title: Re: CPWizard v2.37 Released
Post by: headkaze on November 30, 2016, 04:23:23 am
I'll fix it when I can. EDIT: I have a fixed version but I need MameDev to apply a patch I've made. As soon as it's in a future release I'll make the new script available.

MAME 0180 includes my patch so I've updated the showcp plugin. You can download it from the CPWizard site.
Title: Re: CPWizard v2.37 Released
Post by: anchounio on December 02, 2016, 11:41:08 am
I think I don't need the position, cause I will just move it right in my script with Windows Key+Left or Right arrow.
It would be much better without the titlebar and the border.

If you're going to use Autohotkey then you should be able to position the window as it is.

Use the FindWindow Win32 API function to get the handle to the CPWizard window named "Layout". Then use the SetWindowPlacement Win32 API function. Set the showCmd struct value to SW_RESTORE to take the window out of its maximised state. Fill the rest of the struct with the values you want for the position and size of the window. There is an example AutoHotkey script here (https://autohotkey.com/board/topic/63504-hidden-window-shows-when-moved/).

The main problem I see is CPWizard is not designed to run multiple instances. In fact if you try to run another instance it will send the command line args to the previous instance and close.

Could you show me a closer example of how to make this possible?
Thanks in advance
Title: Re: CPWizard v2.37 Released
Post by: anchounio on December 05, 2016, 08:02:41 am
I think I don't need the position, cause I will just move it right in my script with Windows Key+Left or Right arrow.
It would be much better without the titlebar and the border.

If you're going to use Autohotkey then you should be able to position the window as it is.

Use the FindWindow Win32 API function to get the handle to the CPWizard window named "Layout". Then use the SetWindowPlacement Win32 API function. Set the showCmd struct value to SW_RESTORE to take the window out of its maximised state. Fill the rest of the struct with the values you want for the position and size of the window. There is an example AutoHotkey script here (https://autohotkey.com/board/topic/63504-hidden-window-shows-when-moved/).

The main problem I see is CPWizard is not designed to run multiple instances. In fact if you try to run another instance it will send the command line args to the previous instance and close.

Could you show me a closer example of how to make this possible?
Thanks in advance

It doesn't matter. I've managed to handle the layout window using an application called "WinSplit Revolution". It allows to move this kind of windows using a hotkey, you can make your own combination of keys and they can work via autohotkeys.

And yes, you were true: Cpwizard doesn't allow multiple instances.... unless you open the second instance using another cpwizard installation and opening it for the FIRST TIME. Yeah, it only works this way. It takes 5 seconds to open the second cpwizard layout but it's OK for me.

Thank you for your software
Title: Re: CPWizard v2.37 Released
Post by: luizw81 on February 03, 2017, 02:40:09 pm
I'm having an issue and I was hoping someone can help me work through it.  I've been trying to switch the button images to ones that match my actual CP (all red pushbuttons).  However, no matter what I do when I launch CPWizard the controls always show the default buttons (red,blue, and white).  As you can see from the attachments only the start and coin buttons change.  I can add buttons all day and they show to buttons I want to use (T1ButtonRed) but as soon as I map it to an input it switches to the default setup.  Any ideas?
Title: Re: CPWizard v2.37 Released
Post by: stigzler on February 03, 2017, 05:34:38 pm
Have you tried swapping out the button images in CPWizard>Media for your own? Make a backup first
Title: Re: CPWizard v2.37 Released
Post by: headkaze on February 03, 2017, 05:46:23 pm
You can just turn off the "Color Images" setting for your layout.
Title: Re: CPWizard v2.37 Released
Post by: luizw81 on February 03, 2017, 11:49:59 pm
Thanks, Headkaze!  That did the trick.  Gotta say a big thanks to you...been scouring the forums for the better part of two years and the work you do is appreciated!

Sent from my SM-G530R4 using Tapatalk

Title: Re: CPWizard v2.37 Released
Post by: stigzler on February 04, 2017, 05:32:44 am
Whoops - sorry for the bum steer
Title: Re: CPWizard v2.37 Released
Post by: Necro on February 07, 2017, 12:09:04 pm
HK - I had an issue with GameEx and am reinstalling/reconfiging my cabinet.  One thing I did was update CPWizard - and now I can't get it to detect anything from my U360's.  Was definitely working before, but now it seems to not detect anything.  I know there was an issue with this in the past, but thought it was resolved.  Any ideas? 

The U360's work in GameEx, MAME, and detect/display movement fine in Windows, so a bit stumped.

Also, and I think i asked this once before, years ago - can you change the background and rotation/flip on the game info screen?  (with rom details, etc.)
Title: Re: CPWizard v2.37 Released
Post by: anchounio on February 10, 2017, 08:27:55 am
Hello!
Is there some way to speed up the pdf reader when reading manuals?
It is sooo sloooow :(
Thanks in advance

Could we have an option to disable EXIT button inside the layout MENU ?

Thanks in advance :)
Title: Re: CPWizard v2.37 Released
Post by: Necro on February 11, 2017, 03:54:47 pm
Hrm...I can't seem to get CPWizard to display over GameEx either - it definitely loads on pause but appears behind gameex and I get just a black screen.  If I quit out of MAME and GameEx, it's just sitting there. 

Works fine when run just with MAME. 
Title: Re: CPWizard v2.37 Released
Post by: wemr97dl on February 13, 2017, 08:05:51 am
I have cp wizard set up and working but some controls do not match up, I already set up ledblinky and it's working fine lighting the correct controls, I think my .cfg is wrong but don't know how to get cpwizard to look at the correct file?


Sent from my iPhone using Tapatalk
Title: Re: CPWizard v2.37 Released
Post by: Necro on February 14, 2017, 06:01:28 pm
Figured I'd post my verbose log as well, just in case HK checks in on this and has any ideas.  Completely baffled - display works fine on just MAME and if it's set to run at MAME start, but when I try to have it show when I press the L key, it just shows a black screen. 
Title: Re: CPWizard v2.37 Released
Post by: anchounio on April 27, 2017, 11:13:46 am
Hi

Hi see some changes have been made since version 2.42
But where can i download the new cpwizard version 2.60, the official headsoft page still has version 2.42
http://headsoft.com.au/index.php?category=cpwizard&page=download (http://headsoft.com.au/index.php?category=cpwizard&page=download)
Title: Re: CPWizard v2.37 Released
Post by: stigzler on May 06, 2017, 05:34:29 pm
Hi

Hi see some changes have been made since version 2.42
But where can i download the new cpwizard version 2.60, the official headsoft page still has version 2.42
http://headsoft.com.au/index.php?category=cpwizard&page=download (http://headsoft.com.au/index.php?category=cpwizard&page=download)

Have you tried downloading this, running it and then checking the log (for the version number)? My money's on the link pointing to the newest version, but the html text being old.
Title: Re: CPWizard v2.37 Released
Post by: anchounio on May 30, 2017, 04:29:30 am
Hi

Hi see some changes have been made since version 2.42
But where can i download the new cpwizard version 2.60, the official headsoft page still has version 2.42
http://headsoft.com.au/index.php?category=cpwizard&page=download (http://headsoft.com.au/index.php?category=cpwizard&page=download)

Have you tried downloading this, running it and then checking the log (for the version number)? My money's on the link pointing to the newest version, but the html text being old.

You were true, the download version was updated.
BTW, now the html has been updated and show the correct name of the downloable version.

I see some changes have been made since 2.42 :)

27 May 2017   v2.61 -  Added menu options (stigzler)
16 Feb 2017   v2.60 - Added Mame filtering
9 Jan 2017   v2.51 - Fixed event draw accumulation bug (thanks Stigzler!)
2 Jan 2017   v2.50 - Fixed -show command line option. Moved from MDX to SlimDX
Title: Re: CPWizard v2.37 Released
Post by: anchounio on May 30, 2017, 08:56:37 pm
BUG in 2.61

ALL Clones are not supported anymore. Same happen with some random games such as TEKKEN 3.
This is really strange  :soapbox:
Only 2500 games supported in version 2.61 (see first attachment)


This doesn't happen in version 2.42 using the same mame, same configuration, same everything
(see second attachment). 33000 games supported, this is the whole mame with all its clones.
Title: Re: CPWizard v2.37 Released
Post by: headkaze on May 30, 2017, 10:51:03 pm
ALL Clones are not supported anymore. Same happen with some random games such as TEKKEN 3.

It's not a bug it's just the MAME filtering. Since MAME now includes MESS there are a lot more games.

EDIT: Check out CPWizard v2.63 it has a new MAME Filters tab in Options.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 05:32:38 am
Hey, thank you, that's the addition I needed!

BUT... Version 1.63 seems broken, I can't add the mame.exe file, cpwizard doesn't load anything after adding the file, then after restart, mame paths appear empty as if nothing had been added.
Most options appear empty, including the screen option. I also can't add any input, cpwizard does nothing after pressing the button to press a key. All the profiles I had are not recogniced anymore (For each new cpwizard version I always copy the folders "media", "layout" and "data"and my profiles are automatically detected). In the "Data" tab, all options appear unmarked and after marking them nothing is saved

 :banghead:

It's like options cannot be set up... 
Title: Re: CPWizard v2.63 Released
Post by: headkaze on May 31, 2017, 05:54:06 am
It's like options cannot be set up...

Can you please attach your CPWizard.log file.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 06:09:56 am
It's like options cannot be set up...

Can you please attach your CPWizard.log file.

It even fails on a clear installation.
Here you have.
The translation to the error message would be "Reference to object not established as an object instance"
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 06:23:49 am
The first 3 tabs ("General", "Layout" and "MAME") in cpwizard options seems OK, the default options are set and the the changes made are saved. But from the tab "Mame filters" to the last tab "IRC" no options are set by default, everything is empty and no changes can be made. You can mark anything but It won't be saved.
 
It seems something got screwed-up after adding the tab "Mame filters". And this problem affected the following tabs.

BTW, cpwizard.ini doesn't make any mention to the new tab "mame filters"...
Could this be related to the problem?
Title: Re: CPWizard v2.63 Released
Post by: headkaze on May 31, 2017, 06:41:31 am
It even fails on a clear installation.

I've uploaded a new version (I haven't bothered incrementing the version number). Please try it and let me know if it fixes your issue.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 06:47:30 am
It even fails on a clear installation.

I've uploaded a new version (I haven't bothered incrementing the version number). Please try it and let me know if it fixes your issue.

I've just tried it and yes, the issue is SOLVED !! 
Thank you  :)
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 06:58:08 am
It seems the filtering is doing something wrong, because with all the mame filtering options unmarked cpwizard only shows 28.000 games. Cpwizard 2.42 showed 33.000 games....

The problem is that some parent roms such as tekken3 doesn't appear. I guess more games may suffer this problem.
Title: Re: CPWizard v2.63 Released
Post by: headkaze on May 31, 2017, 07:09:12 am
With MAME 0.186 and no filters I get 37,989 games.

EDIT: You haven't removed the "Description Excludes"
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 07:24:34 am
With MAME 0.186 and no filters I get 37,989 games.

EDIT: You haven't removed the "Description Excludes"

That was it  :lol
 thank you   :applaud:
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 08:25:02 am
Sorry to bother you again... but I've found another issue   :embarassed:

It seems cpwizard 1.63 interprets ENTER (when pressed in controls.xml) in a different way as in 1.42 did.

In cpwizard 1.42 it was interpreted correctly, putting down the text after pressing ENTER once inside the layout.
In cpwizard 1.63 ENTER key is interpreted as several spaces, I mean, as it SPACE key was pressed 5 o 6 times.
(see attachments)


For both tests I've used the same data files from the same folder. (miniinfo.xml, controls.xml.....)

I've attached scans from my controls.xml  and miniinfo.xml, right from the game mortal kombat II, which is an example where I used ENTER key for the controls.

I also added attachments of how cpwizard 1.42 interprets ENTER key (correctly) and how cpwizard 1.63 interprets it (incorrectly).
Title: Re: CPWizard v2.63 Released
Post by: headkaze on May 31, 2017, 09:03:14 am
cpwizard 1.63 interprets it (incorrectly).

Actually it interprets it correctly because xml is not designed to have newlines inside attributes. In newer versions of CPWizard I specifically "Entitize" them using NewLineHandling (https://msdn.microsoft.com/en-us/library/system.xml.xmlwritersettings.newlinehandling(v=vs.110).aspx)

That being said I have changed the setting back to "None" and have not noticed any issues. So I have uploaded CPWizard again. Just so you know if it causes any issues I will be changing this setting back again.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on May 31, 2017, 09:27:55 am
cpwizard 1.63 interprets it (incorrectly).

Actually it interprets it correctly because xml is not designed to have newlines inside attributes. In newer versions of CPWizard I specifically "Entitize" them using NewLineHandling (https://msdn.microsoft.com/en-us/library/system.xml.xmlwritersettings.newlinehandling(v=vs.110).aspx)

That being said I have changed the setting back to "None" and have not noticed any issues. So I have uploaded CPWizard again. Just so you know if it causes any issues I will be changing this setting back again.

OK, then I'll hope that thing won't cause any trouble in the future. I find it very useful for cpwizard cause it allows more text upon a button   ;D

I've justed tested the new cpwizard 1.63 and it works PERFECT.   :laugh:
Thank you for taking this newlines thing back to its previous state.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on June 02, 2017, 07:00:05 am
Hi!
Is there any way to remove the brackets of game titles (MISC_GAME_NAME)?
If it's not possible yet I think it would be a great addition for future versions.  ;)

I would also love being able to change the name of the menu items (control info, game history, artwork....) so that I could translate this names intro my language.

These are just suggestions to make cpwizard more customizable.
Thanks for everything

  :notworthy: :notworthy: :notworthy: :notworthy:



Title: Re: CPWizard v2.63
Post by: t3design on June 10, 2017, 02:14:15 pm
We are running Windows 7 on an HP Pavilion-H8-1010.

We downloaded the CPWizardSetup.exe and tried to run it.

We get an error message that says the version of the file is not compatible with the version of Windows we are running.

Help??

>>>SOLVED<<<
Title: Re: CPWizard v2.63 Released
Post by: anchounio on June 13, 2017, 05:50:03 pm
I've checked that the new Cpwizard 1.63 opens much slower than version 1.42.

1.42 opens in about 5 seconds
1.63 opens in more 12 seconds.

I would love cpwizard to be multi-instances of the layout window. It would help me a lot in my double screen for 2 players mode movement lists (I showed this in page 17).
Title: Re: CPWizard v2.63 Released
Post by: stigzler on June 13, 2017, 05:54:55 pm
I've checked that the new Cpwizard 1.63 opens much slower than version 1.42.

1.42 opens in about 5 seconds
1.63 opens in more 12 seconds.

I would love cpwizard to be multi-instances of the layout window. It would help me a lot in my double screen for 2 players mode movement lists (I showed this in page 17).
Is this with the same setup on both? I.e. the same sized mame set for both versions?
Title: Re: CPWizard v2.63 Released
Post by: anchounio on June 14, 2017, 05:50:12 pm
I've checked that the new Cpwizard 1.63 opens much slower than version 1.42.

1.42 opens in about 5 seconds
1.63 opens in more 12 seconds.

I would love cpwizard to be multi-instances of the layout window. It would help me a lot in my double screen for 2 players mode movement lists (I showed this in page 17).
Is this with the same setup on both? I.e. the same sized mame set for both versions?

Yes, same mame.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on June 15, 2017, 03:53:35 pm
I've just timed it

Cpwizard 2.42 takes 4 seconds to start
Cpwizard 2.63 takes 19 seconds to start

That's a big difference!
Title: Re: CPWizard v2.63 Released
Post by: NeoID on July 08, 2017, 04:11:10 am
I've read a lot about layout override, but only in the context of Mame. Does it also work with other systems?
What I'm looking for is creating a layout called SNES, so I make SNES.xml as the main layout. Next I create a direcotry in layouts and call it SNES and put game-specific overrides in it such as "Super Mario Kart (USA).xml". Isn't this the way it's supposed to work if I then run CPWizard with a command line and pass the system and game name as arguments? Am I missing something? Do I have to create profiles or change other settings or is this just based on naming convention?
Title: Re: CPWizard v2.63 Released
Post by: Sky25es on August 31, 2017, 11:41:46 pm
I don't know if it's a bug: In Ikari 3 the player 1 buttons are red and the player 2 ones yellow. Inside the file "colors.ini" the color is correct (Yellow) but in the MiniInfo.xml file, the color data for player 2 is missing.
If you preview the controls for that game, both player 1 and 2 buttons appear red...
Title: Re: CPWizard v2.63 Released
Post by: stigzler on September 01, 2017, 02:53:51 am
@NeoID

If you're setting it up for non-mame systems, you can always use this:

https://sites.google.com/view/magoarcade/software/cpwizbiz
Title: Re: CPWizard v2.63 Released
Post by: anchounio on October 10, 2017, 09:18:33 am
I have an issue with Cpwizard running in my arcade monitor. When opening cpwizard it looks like this (see attachment).
There are some graphical glitches in the control panel screen (those blue figures). If I go to the main menu there are no glitches.
I have k-lite codec pack installed, net framework 4.5.... I have no graphical issues running emulators such as mame, model2 emulator, supermodel3, demul... even taito type x games runs perfectly.
That computer + arcade monitor uses an Ati Radeon 7870 XT using crt emu driver (calamity drivers). The maximun resolution supported in this kind of monitors is 640x480.

I'm running it using an external hdd (I have all my arcade system with all emulators and cpwizard there). When connected on any other computer with a common pc monitor cpwizard doesn't present this issue.
I'm using cpwizard 2.42.

I have attached a photograph taken from my arcade monitor and my cpwizard ini file.
Title: Re: CPWizard v2.63 Released
Post by: stigzler on October 10, 2017, 03:59:34 pm
Very unusual. Especially given it works  on other PCs - may point to the issue not being with CPWizard, but with your hardware?

Either way, a better picture (try ScreenShot captor to get a screenshot) and CPWizard log may be helpful....
Title: Re: CPWizard v2.63 Released
Post by: anchounio on October 22, 2017, 07:44:15 am
I've found out what's happening, but not the solution.

Those graphic glitches are actually the "Game title" (MISC_GAME_NAME) and "number of players" (MISC_NPLAYERS), which somehow have turned into a gigantic font when loading cpwizard into my arcade computer with Calamity drivers and a 640x480 desktop resolution.

I'm loading cpwizard through an external hdd:
This is how it looks when I load Cpwizard in any other computer: (See "Normal.png")
This is how it looks when loading cpwizard in my arcade computer: (see "Captura1.png")
In my arcade computer, If I open cpwizard application (not a game), it looks like this: (See "Captura2.png"). When clicking on the graphical bugs they turned out to be "misc_game_name" and "misc_players" with a gigantic font (See "Captura3.png" and "Captura4.png").

But I don't know what made Cpwizard change the font size of them when I load it in my the arcade computer. That's the bug!
Here's the log of cpwizard (see cpwizard.rar)

I thought it might be a problem with the low resolution of that computer, which is 640x480. But the problem is not happening If I change the resolution of any other computer into 640x480 and then load cpwizard. It only happens in my arcade computer. It is a computer with an original arcade monitor. I has an ATI Radeon 7870XT with crt emu driver by calamity and Windows 7 x64. All the operating systems of all the computers I've used are Windows 7 x64.
Title: Re: CPWizard v2.63 Released
Post by: stigzler on October 22, 2017, 08:13:39 am
@Headkaze

Ben - this might have something to do with my additions to the code. In order to improve the resolution of the main menu fonts, I changed a constant somewhere (fontsize) - this resulted in higher resolution fonts, but it was to something silly like 60.

I'm up to my neck in DIY at the moment, but can take a look at this in 3/4 weeks, if you want me to have a go.

Weird that it's only certain tokens that it's doing it to, though...
Title: Re: CPWizard v2.63 Released
Post by: stigzler on October 22, 2017, 08:17:17 am
@anchounio + @headkaze

on second thoughts, the fact that it only happens with one specific set of drivers may point to a compatibility issue? have you tried any other drivers, anchounio or another GPU?
Title: Re: CPWizard v2.63 Released
Post by: anchounio on October 22, 2017, 09:54:47 am
When using an arcade monitor there are not many chances of changing drivers.
But before using the Ati Raden 7870XT + Calamity Drivers, about a year ago I was using another video card, the
ArcadeVGA 5000 by Ultimarc. I had no issues with Cpwizard by then.

But I also remember having had no issues with the Radeon 7870xt + calamity drivers. The issue started about 4 or 5 months ago, but I gave no importance to it, so I don't remember what changes I did on my arcade computer.

By the way, I'm using cpwizard 2.42, but I guess you saw that on the log file.


If you can upload here the version before those changes you made to the fonts, I could test it and let you know about.
Title: Re: CPWizard v2.63 Released
Post by: stigzler on October 25, 2017, 05:44:33 pm
Sorry, man. As this is drivers and hardware related - this is way above my pay grade!

Also, I don't have historic builds of CPWizrd, sorry.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on March 16, 2018, 01:33:54 am
No way to download previous cpwizard versions?
Title: Re: CPWizard v2.63 Released
Post by: millercentral on May 29, 2018, 05:27:09 pm
Hi there. I'm eager to implement in-game controls help for my cabinet and have been studying CPWizard and its capabilities for some time now. I think I have a general handle on it, but my configuration has a few unique challenges that I'm wondering if someone can help with:

I have a 3-sided Cocktail cabinet, with unique controls on each side. I am looking to have two layouts - one for horizontal games that use the controls on the side, and one for vertical games that use controls on the top and bottom of the cabinet. However, this seems to pose several challenges:
CPWizard has a ton of amazing features, and I hope I can find a way to use it for my scenario. Thanks!
Title: Re: CPWizard v2.63 Released
Post by: stigzler on July 22, 2018, 07:29:00 am
I've checked that the new Cpwizard 1.63 opens much slower than version 1.42.

1.42 opens in about 5 seconds
1.63 opens in more 12 seconds.

I would love cpwizard to be multi-instances of the layout window. It would help me a lot in my double screen for 2 players mode movement lists (I showed this in page 17).

Doing some work on this. Having Options>General>Logging>Enable Verbose enabled slows performance significantly. Could be that?
Title: Re: CPWizard v2.63 Released
Post by: stigzler on September 03, 2018, 08:53:04 am
I've checked that the new Cpwizard 1.63 opens much slower than version 1.42.

1.42 opens in about 5 seconds
1.63 opens in more 12 seconds.

I would love cpwizard to be multi-instances of the layout window. It would help me a lot in my double screen for 2 players mode movement lists (I showed this in page 17).

Having spent a bit more time on this, that delay is the initialization of the name db. If you run cpw in resident mode, you'll only have the delay once.. super snappy after that. I suggest selecting 'run at startup' in settings so by time you need it, it'll be up and running.
Title: Re: CPWizard v2.63 Released
Post by: TheManuel on November 01, 2018, 04:13:52 pm
Headkaze, if you happen to read this, I've been updating my cab's software and moved on to MAME 0.202.

I also updated CPW to 2.63 but I've found that CPWizard is no longer able to pause MAME when invoked, even though I'm using the recommended "Send Pause" checked and "Message System".  Under "MAME Options" I have also set "MAME Output System" and "Use Show Key".  By the way, this also happens with the older revision of CPW I was using: 2.36 so I don't think it has to do with having updated CPW.

Could this be a problem with recent MAME releases?
Title: Re: CPWizard v2.63 Released
Post by: TheManuel on November 03, 2018, 11:26:55 pm
I think I know what causes this but can't prove it.  I found among my old notes that setting -multithread in older versions of MAME prevented CPW from pausing MAME.  However, in recent versions, this parameter no longer exists and there isn't a way to run MAME on a single thread.  I think this is why CPW can't pause MAME any longer.
Title: Re: CPWizard v2.63 Released
Post by: pofo14 on February 03, 2019, 01:59:06 pm
Hello - I am finally getting around to configuring this in my build and it is a great piece of software.  I have a couple issue's I am struggling to figure out.

1) Analog Gun|lightgun mapping not working - All Games marked as Analog Gun games - do not load up the lightgun layout as expected.  I assume the FEDEV_descriptions_to_controls.txt file is supposed to take care of this mapping - but it is not working.  They are all loading up with the default layout I have defined for MAME.

2) I have AimTrack devices that I have mapped using the StableID method to consistently map them as GUNCODE_1  for the X,Y, and Trigger (Button 1).  The other two buttons are getting mapped to JOYCODE_1 (BUTTON_1 & BUTTON_3).

I think I have a workaround for this as I have just used the KEYCODE mappings for PLAYER1_BUTTON1, BUTTON_2, and BUTTON_3 as they are all mapped the same as the GUNCODE_1 and JOYCODE_1 buttons.

It also seems like I don't need to worry about the UP,DOWN,LEFT,RIGHT - as that is mapped to MOUSECODE_1 and it seems to be working, but I am not 100% positive how.  I think it is because of the following lines in FEDEV_controls_to_labels.txt

lightgun|LIGHTGUN_X|Left
lightgun|LIGHTGUN_X_EXT|Right
lightgun|LIGHTGUN_Y|Up
lightgun|LIGHTGUN_Y_EXT|Down

Title: Re: CPWizard v2.63 Released
Post by: anchounio on June 03, 2019, 07:38:05 am
command.dat is no longer supported by cpwizard since version 0.188 of command.dat, in which the lines $end and $cmd where removed to indicate the end of a page.
Anyway, it seems this software, cpwizard, is abandoned now.  I'm still using it in its 2.42 version.
Title: Re: CPWizard v2.63 Released
Post by: anchounio on June 03, 2019, 04:08:08 pm
So I've adapted the last version of command.dat (0.205) to be usable in CPWIZARD.
I just compared the last working version(0.183) with the last one (0.205) and added the updates from 0.205 and previous newer vervions:

- Added Final Fight Revenge
- Added all clones
- Updated Muscle Bomber Duo
- Updated Saturday Night Slam Masters / Muscle Bomber - The Body Explosion
- Updated Street Fighter 2 Champion Edition
- Updated Street Fighter EX2 Plus
- Updated Street Fighter: The Movie
- Updated X-Men Children of the Atom

I'm sharing it in this post, just click below
Title: Re: CPWizard v2.63 Released
Post by: Trnzaddict on March 30, 2020, 02:47:17 pm
Does this program even work anymore with newest versions of MAME?

I've used it years ago, no problems.

Now when I run CPW and set up the paths to my MAME .exe, the preview list shows no games at all even though according to the log it verifies all the paths.

Dunno what's causing it.
Title: Re: CPWizard v2.63 Released
Post by: oldschoolplaya on April 12, 2020, 01:31:58 pm
I also had issues with it on the newest MAME version and had to remove.  Not sure if its open source, but will die a quick death if the authors have abandoned it.
Title: Re: CPWizard v2.63 Released
Post by: knightrdrx on May 02, 2020, 08:38:58 am
I was going to ask if people still use this after updating to LED blinky.  It seems not.  I still have an old mame version as i have already downloaded my 300 or so games i wanted and don't really need anymore.  I like how it pops up showing the original cabinet, control panel plus my layout and button commands...but now that i'm updating to led blinky ..i may skip the controls and just show a pictures of the cabinet, flyers etc whily led blinky is doing it's thing...or not at all since no one will be looking at it..they'll be looking at the lights.it's a shame without it i have no place to display old artwork. unless i setup a slideshow screensaver or something or print a few and put them on the wall
Title: Re: CPWizard v2.63 Released
Post by: goldorakiller on January 11, 2021, 05:40:21 am
Hi all,

Where can I download the last version of CPWizard.
The site seems out of order : http://www.headsoft.com.au/?category=cpwizard

Thx @headkaze
Title: Re: CPWizard v2.63 Released
Post by: PL1 on January 11, 2021, 07:31:26 am
Where can I download the last version of CPWizard.
The site seems out of order : http://www.headsoft.com.au/?category=cpwizard
Here's an archived version of the CPWizard download page with a link to v2.63.   :cheers:

https://web.archive.org/web/20180325003612/http://www.headsoft.com.au/index.php?category=cpwizard&page=download (https://web.archive.org/web/20180325003612/http://www.headsoft.com.au/index.php?category=cpwizard&page=download)


Scott
Title: Re: CPWizard v2.63 Released
Post by: goldorakiller on January 11, 2021, 07:56:32 am
Where can I download the last version of CPWizard.
The site seems out of order : http://www.headsoft.com.au/?category=cpwizard
Here's an archived version of the CPWizard download page with a link to v2.63.   :cheers:

https://web.archive.org/web/20180325003612/http://www.headsoft.com.au/index.php?category=cpwizard&page=download (https://web.archive.org/web/20180325003612/http://www.headsoft.com.au/index.php?category=cpwizard&page=download)

Thx mate
Scott
Title: Re: CPWizard v2.63 Released
Post by: anchounio on February 04, 2021, 05:16:19 pm
Is there any way to make cpwizard open 2 layout instances at the same time?

Title: Re: CPWizard v2.63 Released
Post by: Vater on August 11, 2021, 05:18:54 pm
I'm at my wits end here.  I've had CP Wizard version 2.35 running fine for eons, but just yesterday installed version 2.67.  For some reason, when it launches at startup, it runs in windowed mode and blocks my FE (Hyperspin).  How can I get this thing to run minimized?  There used to be an option for "resident mode" or something.
Title: Re: CPWizard v2.63 Released
Post by: jetrux on August 04, 2022, 07:42:15 pm
Hello everyone!!! Sorry to revive this topic but I wanted to ask if someone has been able to get it to work in recent versions of mame. from the CPW it takes me most of the games but it doesn't show me the controls already inside mame.
Title: Re: CPWizard v2.63 Released
Post by: mixlplex on October 16, 2022, 07:46:19 pm
As someone who has just gotten into this hobby, I'm so glad you asked this. I've been trying to figure out how to display the controls for the various games, and while I can hit pause in MAME to bring up the list (button 1, etc.) it would be much better IMO to have a graphic for each game where you could include combos (for fighting games) or a diagram for guests (so they know, for example, what button 1 is on the control panel).