Build Your Own Arcade Controls Forum

Front End Support => MaLa Frontend => Topic started by: swindus on October 18, 2006, 12:36:08 pm

Title: MaLa v1.0 RC8 available
Post by: swindus on October 18, 2006, 12:36:08 pm
Improvements

- Added an event plugin system which allows developers to enhance MaLa in various ways
- Added a new placeholder to the encoder programming command line: %rom%
- Added an option to use 'LED' files to overwrite the default lightning for particular games
- Added a 'lock exit' option to avoid accidental exiting
- Improved the 'copy roms to folder' in MaLaGamelist

Bugfixes
- Error creating the main game list when using a MAME 'u' versions
- Error when adding a game to another list on non mame emulators. (Not possible message)

Download MaLa here: http://mala.arcadezentrum.com/download.html

MaLa Event Plugins
MaLa can be enhanced now with plugins in various ways. The plugins can react on various MaLa event like game selection, emulator selection and so on. You can find a plugin SDK with an example (Event Logger) in Delphi and C++ on the new plugin page.

LEDWiz Plugin v1.0
A plugin to drive up to 16 LEDWiz devices with MaLa to light up the used controls for the selected game.

MatureAlarm
This plugin plays a siren sound when selecting a *mature* game. ;-)

Plugin page: http://mala.arcadezentrum.com/plugins.html
Title: Re: MaLa v1.0 RC8 available
Post by: mr.Curmudgeon on October 18, 2006, 12:56:17 pm
LEDWiz Plugin v1.0
A plugin to drive up to 16 LEDWiz devices with MaLa to light up the used controls for the selected game.

SWEET!   :applaud:


mrC
Title: Re: MaLa v1.0 RC8 available
Post by: Angry_Radish on October 18, 2006, 01:52:11 pm
eeeexcellent *rubs hands together*
I'll give the %config% placeholder bit a shot tonight with the set49mode
Title: Re: MaLa v1.0 RC8 available
Post by: swindus on October 18, 2006, 01:55:25 pm
eeeexcellent *rubs hands together*
I'll give the %config% placeholder bit a shot tonight with the set49mode

Better use the %rom% placeholder with set49mode.  ;)
Title: Re: MaLa v1.0 RC8 available
Post by: Angry_Radish on October 18, 2006, 02:26:31 pm
That's what I said, you must have read it wrong  :P
Title: Re: MaLa v1.0 RC8 available
Post by: fatfingers on October 18, 2006, 08:21:26 pm

Sounds to me that we could now use the plugin to determine when a game was selected and then apply the proper maps for that game?  That is, if we don't want to use the fields already in existence in the gui?  I might try it just 'cuz it would be fun.
Title: Re: MaLa v1.0 RC8 available
Post by: edge on October 18, 2006, 08:26:31 pm
Swindus,
The plugin capability opens up so many options.  Nice job!

Fatfingers,
I think a plugin for Ultimarc / GGG 49-way sticks is a great idea... Good luck.

As for the LEDwiz plugin, more news to follow later this week.  :angel:
Title: Re: MaLa v1.0 RC8 available
Post by: loadman on October 18, 2006, 11:17:31 pm
Quote
Swindus,
The plugin capability opens up so many options.  Nice job!

If a developer wants to he/or she can make other Plugins for example 'BetaBrite LED Display' or something
Title: Re: MaLa v1.0 RC8 available
Post by: fatfingers on October 19, 2006, 11:52:13 am

After more looking into this, it doesn't look like I can use this API to apply maps on a game by game basis.  This is because I don't want to apply maps at select time (do I?  Isn't select time just when the game is highlighted???) I want to apply maps at game start and end time.  The end time is currently fine since I can just apply a generic 4 or 8 way map on each game end.  But, the start event doesn't give me any game information (not even a game name) like the game selected event does, so I have nothing to go on to determine which map should be applied.

One other comment.  In your API shouldn't you include a malaplugin.h file that defines what all the structures are?  This way each plugin developer would not have to write/copy their own?  It seems like it might save lots of "oh, you forgot field xyz in your EventEmulator structure" issues.

Thanks for the cool plugin system!  8)


Title: Re: MaLa v1.0 RC8 available
Post by: youki on October 19, 2006, 12:01:52 pm
Hi,

I guess you could store the game name and other info  in a member variable of your plugin on the GameSelected event.  Then re-use it on the Start Event.

I suppose the Start event , Start the selected game , not an other??

No?
Title: Re: MaLa v1.0 RC8 available
Post by: swindus on October 19, 2006, 12:25:14 pm
Hi,

I guess you could store the game name and other info  in a member variable of your plugin on the GameSelected event.  Then re-use it on the Start Event.

I suppose the Start event , Start the selected game , not an other??

No?

Right, thats the way to do it.
Title: Re: MaLa v1.0 RC8 available
Post by: swindus on October 19, 2006, 12:28:02 pm
One other comment.  In your API shouldn't you include a malaplugin.h file that defines what all the structures are?  This way each plugin developer would not have to write/copy their own?  It seems like it might save lots of "oh, you forgot field xyz in your EventEmulator structure" issues.

Just rename the file MaLaEventLogger.h from the demo plugin to malaplugin.h.  ;)
Title: Re: MaLa v1.0 RC8 available
Post by: Angry_Radish on October 19, 2006, 12:50:44 pm
How are you passing a map on game end? I'm still unable to get this to work
Thanks!
Title: Re: MaLa v1.0 RC8 available
Post by: swindus on October 19, 2006, 01:02:21 pm
Put the parameter (your map) in the field 'Default config (MaLa)' on this tab. Everytime you quit a game the encoder exectable is launched with this parameter.

(http://mala.arcadezentrum.com/screenshots/encoder1.gif)
Title: Re: MaLa v1.0 RC8 available
Post by: fatfingers on October 19, 2006, 01:15:36 pm
Hi,

I guess you could store the game name and other info  in a member variable of your plugin on the GameSelected event.  Then re-use it on the Start Event.

I suppose the Start event , Start the selected game , not an other??

No?

Right, thats the way to do it.

Yes, I thought of doing that, it just seems a little goofy to me, that's all.  I'll try it that way.
Title: Re: MaLa v1.0 RC8 available
Post by: Angry_Radish on October 19, 2006, 05:48:04 pm
Help me out here, I'm a bit slow...  :)
I can point it to the executable, but the .txt file that you can put in the default config slot, what format should the contents be?
For example, to switch to a 4way mode, I can run set49mode.exe pacman
DO I just need to add the name of an 8way rom in the text file? Is it that simple? (at work now, can't test)

Thanks in advance, I'm learning  ;D

Put the parameter (your map) in the field 'Default config (MaLa)' on this tab. Everytime you quit a game the encoder exectable is launched with this parameter.

(http://mala.arcadezentrum.com/screenshots/encoder1.gif)
Title: Re: MaLa v1.0 RC8 available
Post by: swindus on October 19, 2006, 06:02:19 pm
For example, to switch to a 4way mode, I can run set49mode.exe pacman
DO I just need to add the name of an 8way rom in the text file? Is it that simple? (at work now, can't test)

Yes!  ;D
Title: Re: MaLa v1.0 RC8 available
Post by: Angry_Radish on October 19, 2006, 08:08:24 pm
Well, putting the romname in the text file didnt work, but just putting a romname of an 8way game in the default config section worked perfectly.
I'm happy to say I finally have everything for the 49ways and switching working just fine now! woohoo!

Quick question though, is it a limitation in mala where it only recognizes up to 12 buttons for the joystick? I had to do a little rewiring on the gpwiz inputs so all my buttons were under 12 (some were 14, 15, etc..)

Either way, thanks for all the help, it's great to be completely functional now, and able to kick donkey kong's butt with a 49way/4way!
Title: Re: MaLa v1.0 RC8 available
Post by: swindus on October 19, 2006, 08:17:21 pm
Quote
Well, putting the romname in the text file didnt work, but just putting a romname of an 8way game in the default config section worked perfectly.
Right, I meant that.

Quote
I'm happy to say I finally have everything for the 49ways and switching working just fine now! woohoo!
Nice!

Yes, there is a limitation. Only 12 buttons are supported, the max could be 16 (windows limit) but most people ask: Why 12 (so much) buttons?  ;)
Title: Re: MaLa v1.0 RC8 available
Post by: fatfingers on October 20, 2006, 04:48:53 pm

Sounds to me that we could now use the plugin to determine when a game was selected and then apply the proper maps for that game?  That is, if we don't want to use the fields already in existence in the gui?  I might try it just 'cuz it would be fun.


For those that are interested, I took a crack at this.  You may read about it here (http://forum.arcadecontrols.com/index.php?topic=59334.0).
Title: Re: MaLa v1.0 RC8 available
Post by: loadman on December 09, 2006, 05:36:41 pm
Hi,

I guess you could store the game name and other info  in a member variable of your plugin on the GameSelected event.  Then re-use it on the Start Event.

I suppose the Start event , Start the selected game , not an other??

No?

Right, thats the way to do it.

That is the method I used for the speech plug-in and Serial Display Plugin..  Works Keeeewwwwl  :cheers: