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Author Topic: EmuTron - New Version 2.0.5  (Read 19450 times)

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PacManFan

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EmuTron - New Version 2.0.5
« on: February 23, 2003, 11:36:07 am »
Hey everyone!
PacManFan Here,
For those of you who have been requesting, there is a new version of EmuTron v2.0.5 ready for download at: http://216.194.68.209/~admin17/ .
This new version has better video mode support, and supports the video mode 320x240 for all you Arcade Monitor people.
This version also supports joysticks for player 1 and 2, I've tested with an Analog gameport stick, and an Analog USB Stick.
Let me know how it goes for everyone!

-PacManFan
All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

eightbit

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Re:EmuTron - New Version 2.0.5
« Reply #1 on: February 24, 2003, 01:11:33 pm »
I'm running XP pro, Windows command line mame v65, 2ghz p4 with 512mb of ram.
Some small problems with Emutron-
  • When I run ETconfig emutron general config and launch script wizard are grayed out
  • When I launch game catagories I'm not sure what to do with it, rom path won't let me select or type in a directory its looking for a file name.
  • I can't get emutron to show anything except some default aircraft game list.
I've spent almost 2 hours poking at this and have gotten no where. I love the look of the screenshots on the website, this is the kind of front end that I want. Any help or tips would be most appreciated.
My statements are my own opinions. They have the value that the reader gives them. My opinion of my opinion varies between foolish and brilliant and these opinions often change with new information.

PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #2 on: February 24, 2003, 01:54:48 pm »
Hey eightbit,
I'm sorry you're having so much trouble. To address your problems:

-When I run ETconfig emutron general config and launch script wizard are grayed out

The Emutron general config and the script wizard are not quite ready for prime time yet. The disabled buttons are intentional.

The general config basically sets up the etoption.cfg file for you, allowing you to pick the script you want to start up with, setting screen size, key repeat rate, etc.. You can do this by hand(it's not hard)

The script wizard is a work in progress, It promises to write the scripts for you via a point and click , drag and drop interface. I hope to have it ready soon ;)


-When I launch game catagories I'm not sure what to do with it, rom path won't let me select or type in a directory its looking for a file name.

You have to use the browse button to select your rom path,  And once you're in the rom path, you have to click on a rom file(I know , I know, this is not-self-evident) ETConfig will get the path from the file you click on.

As I type this, I'm working on an in-depth faq file on how to use the etconfig program and how to set up game lists. I'll copy and paste it at the bottom of this post.

-I can't get emutron to show anything except some default aircraft game list.

The current script you're probably running (mame.cfg) is set up for multiple catagories, the way to move bettween catagories is defined in the script. Here's the piece of code that defines it:

EVENT NextCategory
   KEYDEFS
      SCAN_LCTRL
   END_KEYDEFS
   ACTIONS
      SaveState()
      NextInList(categorys,1)
      fireevent("LoadCategory")
   END_ACTIONS
END_EVENT

So if you press the L_CTRL (aka left control button) on your keyboard, you can move on to the next game catagory. You can change this to be anything you want. I have defined all recognized key codes in the etscript.rtf file at the bottom. You can use mouse movement, joystick, gamepad, or keyboard.

Take a look at the scripting language to set up the script the way you need it. I know it's a little in-depth, however I want to be able to provide the flexability you need to configure / run multiple emulators /multiple catagories/ and multiple skins.

Basically, Emutron reads in list files, These list files are arranged in "columns" of information like a data base. Then, each column of info can be referred to in the script code for the current row. Each list can be 1 -10 columns wide. Based on the column info  for each row, you can generate screen shot names, art file names, screen text, etc...
I hope this all makes sense.


I'll be posting a link to the FAQ file I'm writing very soon.

-PacManFan
All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

PacManFan

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Re:EmuTron - Faq part 1 for New Version 2.0.5
« Reply #3 on: February 24, 2003, 02:08:57 pm »
Emutron FAQ's
 
Under Construction....

Using etconfig:
1) Launch the etconfig program and click on "Game Catagories" use the browse buttons to select the mame.exe , rom path, and catver.ini file(to get game catagory info) , You need to click on a file in the rompath directory to set the path correctly, the file you click on will be ignored.

2) Click on the "Get game List from mame" button. The program will now launch the mame.exe and get the list of games from mame. The mamescan program will then automatically run and parse this info into something friendly that my etconfig program can understand. The etconfig program will then load up all the games(removing games that you don't have if the checkbox is selected) from the rom path. Then the catagory info is filled out and all games are listed in the grid below under the "All Games" tab.
3) Now you are ready to generate one or more game lists/ catagories for mame. In the upper right, there are 2 lists, the list on the left is a few filters that I created to include /exclude games, You can click on the filter and move it over to the selected filters by using the left / right arrow buttons . You can also created your own filters , or modify the filters I have created by using the add/delete/edit filters buttons. Once you have selected the filters you want and moved them to the right, Click on the "Run filters" button. Games will then be automatically filtered from the "All Games" grid to the "Games in Category" grid. Click on the "Games in Category" tab to see all the games that came across. You can now sort the games based on rom name / game description /year / manufacturer /clone info/ etc... by clicking on the headings in the first row of the grid. You can also add games to this "Games in category list" by clicking on the row in "All games" and clicking on the "add to category" button at the bottom.
4) Once you have gotten a list of games that you like in the order you like, you can click on the "Export Game List" button at the bottom. This will bring up a dialog box with a few export options.  Under "save as", click on the browse button and choose where you want to same the new list too. I save all my game lists under the /lists subdirectory under the main EmuTron directory. Choose a filename and give it a .lst extension. To export the game list for the default configuration of Emutron, Click on the "Emutron Default" button. This will fill out the format field to be "%a%f%b%f%d%f" where %a is the game name %b is the description and %d is the cloneof field. The %f means "carriage return / line feed", So for every game in the "Games in Category" grid, it will export :
romname
description
cloneof

Leave the checkbox "add space on blank line" checked, This will created a space with a carriage return on lines with no info (EmuTron needs this to parse the lists).
As I noted before, EmuTron is HIGHLY configurable, This list format is just the default that I am using. You can also export addition information, however, you need to modify the script to read it, and take advantage of it.
Now you have created a game list, I bet you're asking "What do I do with this list?" Well, EmuTron has the ability to load list files. In side the script files such as mame.cfg, there are a few list variables declared , one of them is testgamelist and the other is categorys.
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PacManFan

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Re:EmuTron - Faq Part 2 for New Version 2.0.5
« Reply #4 on: February 24, 2003, 02:11:01 pm »

Using Lists / General configuration
When Emutron starts, It loads the script, compiles it, and calls the "EVENT SCSTART" to start the script. All the code in the SCSTART actions section is executed. The first action is:
NativeRes(640,480)
This sets the native script size so it can be stretched to other screen sizes. This is usually the size of the background image. For vertical scripts, this would probably be "480,640" or "600,800".
The second line in the SCSTART event action list is :
LoadList (categorys,AppDir + "lists\categorys.lst",2)
This line tells EmuTron to load the categorys.lst into the categorys list variable, The 2 on the end tells EmuTron that the list is 2 columns wide. Lists can be 1-10 columns wide, and store data in a grid-like fashion. If we look at the categorys.lst file, we see that:

Aircraft Games
airgames.lst
Driving Games
drgames.lst
Fighting Games
fightgames.lst
.......
........

The first line is a description, and the second line is the name of another list file. So the line :
LoadList (categorys,AppDir + "lists\categorys.lst",2)
Loads the entire category.lst file and stores the data in the category variable with 2 columns, the Description, and the listfilename as one entry in each row in the list.

So now, we have a list variable "categorys" that hold a grid-like list of descriptions and filenames. The next line in the SCSTART actions section is:
fireevent("LoadCategory")
This is basically a function call to the "LoadCategory" Event. So the first line in the LoadCategory Event is:
LoadList (testgamelist,AppDir + "lists\" + CurListItem(categorys,1),3)
This might look a little confusing, but let's look at it one piece at a time. Each list variable holds an internal index, telling what the current record is. This information can be accessed in the script by the CurListItem function. This CurListItem function takes 2 parameters, the name of the list, and the column of information we're interested in. So the statement:
CurListItem(categorys,1)
Means: Look at the list categorys, and return column 1 from the current record as a string. The lists are 0 indexed based, so the 1 really means the second column, 0 would be the first column.
Now if we look at this in context with the rest of the statement:
LoadList (testgamelist,AppDir + "lists\" + CurListItem(categorys,1),3)
This basically says: Look at the current list record of categorys, and use the second field as the filename for loading a game list into "testgamelist", This also specifies that we are loading a list of information that has 3 columns or "fields" of data. If you remember from our game export in etconfig, this information is:
Rom name , description, cloneof
So now we have loaded a list of games. The script is now ready to use this list of games to generate the display. The next line in the "LoadCategory" event-actions is:
fireevent("Load_Current_bitmaps")
This is another function call to the "Load_Current_bitmaps" event. The first line in this events action section is:
LoadBitmap(sshotbitmap,sshotpath + CurListItem(testgamelist,FILECOL) + ".png",sshotpath + CurListItem(testgamelist,CLONECOL) + ".png")
This too might look a little confusing at first, For a in-depth description of this and all other functions, refer to the "ETScript.rtf" file.

-PacManFan
All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

eightbit

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Re:EmuTron - New Version 2.0.5
« Reply #5 on: February 24, 2003, 11:34:09 pm »
Well I'm several steps closer and it looks pretty. I can make lists and catagorys and have those lists show up. I have the screen shots, marquees, cabinets, and art stuff showing up.

When I launch a rom the FE dissapears for a couple seconds and then it comes back.
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PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #6 on: February 25, 2003, 10:34:31 am »
It sounds like the emulator is not being lauched correctly. What you can do is open the ETLaunch.bat file in a text editor and see what it says. This file is written out for every game to be launched.
Inside the mame.cfg script file, there is an event called LAUNCH_GAME that writes the batch file. In the Actions sections of this, there is some code:

WriteToFile("cd " +mamepath)
WriteToFile(mamename + " " + rompath + CurListItem(testgamelist,FILECOL) + ".zip")
WriteToFile("cd " + emutronpath)
WriteToFile("emutron.exe")
WriteToFile("exit")


Check the mamepath variable, to see if it points to your directory mame is in.
Check to mamename variable to see if it is set to your mame.exe fiel
Check the rompath variable and see if it points to the path where your roms are.
All paths should have a trailing backslash \ at the end of them.
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Howard_Casto

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Re:EmuTron - New Version 2.0.5
« Reply #7 on: February 25, 2003, 01:55:00 pm »
man, pacmanfan.....

No offense intended, but you really need to work on that wizard you were talking about.  For a guy who made his fe because other's are too complicated to setup, this has to be the most complex setup I've ever seen in a fe.  

Not that there's anything wrong with that (go check out peter and my config setups, they aren't exactly user friendly either).  But users are going to be totally lost.  

Also I have a question.... why are you writing batch files to launch apps?  You can use createprocess, shell and syncronize and a multitude of other methods which are much cleaner.  I'm just curious as to why you need to do it in such a way.  

eightbit

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Re:EmuTron - New Version 2.0.5
« Reply #8 on: February 25, 2003, 02:25:58 pm »
Check the rompath variable and see if it points to the path where your roms are.
All paths should have a trailing backslash \ at the end of them.
My rompath was- STRING rompath =  "d:\mame\roms"
It should be       - STRING rompath =  "d:\mame\roms\"

Its working!  ;D Now I have to sort my games into Categorys.

Don't take this as a complaint because I love the look and the fact that you've made this available to the community and are willing to help me with it. I have nothing but respect for the guys that write front ends and make them available. Your frontend is highly configurable. So far I haven't liked that part of it. I like the look of the default configuration. Maybe I'll want to change it eventually and I'll be able to because of the way you built it. Then it will be a good thing.

My statements are my own opinions. They have the value that the reader gives them. My opinion of my opinion varies between foolish and brilliant and these opinions often change with new information.

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Re:EmuTron - New Version 2.0.5
« Reply #9 on: February 25, 2003, 02:50:27 pm »
Complex?  Yes, but damn configurable.  I like it!

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Re:EmuTron - New Version 2.0.5
« Reply #10 on: February 25, 2003, 03:43:14 pm »
with a  few notable exceptions it doesn't have any major features that all other fe's already have

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Re:EmuTron - New Version 2.0.5
« Reply #11 on: February 25, 2003, 04:30:51 pm »
with a  few notable exceptions it doesn't have any major features that all other fe's already have

I'll bite...   so?

Rampy

PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #12 on: February 25, 2003, 08:06:50 pm »
Hey Howard,
You're right in saying that I need to work more on that ETScriptWriter program. In a nutshell, the script writer program is a drag and drop, point and click interface that code / configure 1 or more scripts together to form a unified cohesive EMU Front end / Program launcher / Jukebox application (hopefully) suitable to anyone's Cabinet needs. Script can be chained together, or launch from one master script, Each script can provide it's own skin, for each emulator, or application.

      As far as a complex setup, I think the script language is fairly straightforward. It might be a little intimidating for someone who has never written a line of code. The script language is well documented, and the scripts I've provided are a good place to start in coding your own. It's no more daunting than coding anything in VBScript, JScript, or HTML., although it's sort of like comparing apples and oranges.
     To set up the program after downloading, all you need to do is change a few paths and the name of the mame exe file.
Personallly, I'm glad I went with a full language instead of cryptic configuration flags and parms.
As far as batch files, they are a simple generic way to launch an application, and perform any pre/post actions neccessary. That's the beauty of a full language, I can add any other method for launching an application, without having to change the previous. I'll simply define and document a new function.

-PacManFan

man, pacmanfan.....

No offense intended, but you really need to work on that wizard you were talking about.  For a guy who made his fe because other's are too complicated to setup, this has to be the most complex setup I've ever seen in a fe.  

Not that there's anything wrong with that (go check out peter and my config setups, they aren't exactly user friendly either).  But users are going to be totally lost.  

Also I have a question.... why are you writing batch files to launch apps?  You can use createprocess, shell and syncronize and a multitude of other methods which are much cleaner.  I'm just curious as to why you need to do it in such a way.  
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PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #13 on: February 25, 2003, 08:28:30 pm »
Actually, It does Howard,
First, It's a SCRIPTABLE frontend, meaning that I can add new features to the language, while maintaining backward compatibility, I don't require everyone to erase thier configurations every time I release a new version ;)

Second, It works on Arcade monitors (or so I've been told)

Third, I've started putting in animation support for the language, Staring with the AnimateRect function, Images, Movies, and text can size/move around on the screen as defined by the script. Look for AnimateColor for color cycling animations in the next version :D

Fourth, I've got full screen rotation working for 0,90,180, and 270 degrees. You might be saying big whoop, but I've also got the AVI movies playing rotated as well, something that doesn't happen using the Windows Media Player OCX.

And as I said before, EmuTron is a scriptable language. In the past 4 releases, I've added:  rotation ,bitmap tranparency, alpha blending, rectangle animation, and better video mode support. In the next releases, look for full screen 3d graphics(Ala Quakeish) completely controlled by the scripting language. Also look for generic math functions for variables(might be usefull)


with a  few notable exceptions it doesn't have any major features that all other fe's already have
« Last Edit: February 25, 2003, 09:20:17 pm by PacManFan »
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Re:EmuTron - New Version 2.0.5
« Reply #14 on: February 25, 2003, 08:31:52 pm »
with a  few notable exceptions it doesn't have any major features that all other fe's already have

Again what HC said, other than the scriptable part there isn;t anything that hasn't been done in other FEs.

Not saying that is bad.  I have yet to try your FE:)

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Re:EmuTron - New Version 2.0.5
« Reply #15 on: February 25, 2003, 09:15:49 pm »
One of my initial goals when I started to code EmuTron was to take the best features I had seen in other front ends, and to tie them together into one package powered by a scripting language for flexability, In that, I think I've succeeded. The question is:
What one 1 FrontEnd are you referring to? Sure, you can point out single features from a dozen other front ends and say "That's been done before."

SirPoonga , I think if you took a look, you might like what you see. What FE do you use on your Cab now?

For everyone else looking in on this forum, the question I had asked everyone a few months ago when I started to code EmuTron was "What features do you want to see?"
I suppose this is still a valid question. I want to know what other configurable features else I could put in this FrontEnd to make it better / more suitable to everyone's liking. I know at the top of everyone's list will be: Easier Configuration

-more later
-PacManFan


with a  few notable exceptions it doesn't have any major features that all other fe's already have

Again what HC said, other than the scriptable part there isn;t anything that hasn't been done in other FEs.

Not saying that is bad.  I have yet to try your FE:)
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Re:EmuTron - New Version 2.0.5
« Reply #16 on: February 25, 2003, 09:18:03 pm »
SirPoonga , I think if you took a look, you might like what you see. What FE do you use on your Cab now?

Pretty soon my own.

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Re:EmuTron - New Version 2.0.5
« Reply #17 on: February 25, 2003, 11:24:17 pm »
pacmanfan if you really want me to answer that i will

when i said every fe i meant that literally, and not one or two features from each one.....

mine does almost everything yours does, as does 3darcade, as does sirp's (we keep in contact so i know the features) as does lilwolfs and ect ect...

I mean no offesne what-so-ever I just wonder if the scripting was worth effort and the hassle that you and ultimately your users will have with it.

In our last fe "conference" a few of us threw around the idea of a xml based scripting language for configs and realized that it was much simpler to deal with plain old ini's as there is really no loss in flexibility.  The thing is, while event based scripting is a cool idea on paper, it rarely gets used but in a few key instances, all of which could be supplemented with config options instead.  

I commend you for taking such a complex approach, but practically speaking the new features you add don't outweight the exteremely complicated configuration setup at this point.  

My comment about other fe's having the same options wasn't a rib on you, it just find it hard to believe that users still seem to find "new" features that have been around for years.  Maybe we need to advertise or something because I still get email about raging dragon, which has been dead for almost 2 years now.  ;)

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Re:EmuTron - New Version 2.0.5
« Reply #18 on: February 26, 2003, 02:27:27 am »


Quote
Fourth, I've got full screen rotation working for 0,90,180, and 270 degrees. You might be saying big whoop, but I've also got the AVI movies playing rotated as well, something that doesn't happen using the Windows Media Player OCX.

not all fe's use the wmp ocx mine also rotates the video  ;)

 
Quote
In the next releases, look for full screen 3d graphics(Ala Quakeish) completely controlled by the scripting language.

Could you elaborate on this. Are you planning to do something similar to the fps arcade in my fe?
peter

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Re:EmuTron - New Version 2.0.5
« Reply #19 on: February 26, 2003, 01:07:15 pm »

 
Quote
Could you elaborate on this. Are you planning to do something similar to the fps arcade in my fe?
peter

At this point, I'm not sure how the 3d will be used. My first goal is to put in a 3d rotating model view in place of the cabinet shot. The 3d engine I've written can render full screen, or into a bitmap that can then be blitted (with alpha and transparency) to the screen. I'll support multiple 3d viewports, multiple models, multiple camera, animated avi textures,3ds files, cob-scn files, etc.. Some of the 3d functionality exists in the current release, I just haven't documented on how to use it, And I probably won't until I'm happy with the performance / features.
I suppose it will be up to the end user as to how use it in thier script. It will be easy to put in a 3d rotating menu system, full screen arcade-like walkthrough, random 3d animations, multiple cameras doing path flythoughs of models, etc...
 All this will be fully scriptable from the script files.
I'm also looking into adding generic math functions +-*/ to the variables along with an "IF-THEN-ELSE" to allow more control in the script.

The control over the 2d-3d will be powerfull enough to actually write a video game in EmuTron by using the scripting language.
I know this is a bit overkill, but hey, so what, configurabilty is a good thing.



BTW , I just added a new script download to the downloads page for EmuTron.  This shows how to support multiple Emulators by using multiple scripts.

http://216.194.68.209/~admin17/download/MultiEmu.zip

-more later
-PacManFan
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Re:EmuTron - New Version 2.0.5
« Reply #20 on: February 26, 2003, 01:57:30 pm »

 
Quote
Could you elaborate on this. Are you planning to do something similar to the fps arcade in my fe?
peter

At this point, I'm not sure how the 3d will be used. My first goal is to put in a 3d rotating model view in place of the cabinet shot. The 3d engine I've written can render full screen, or into a bitmap that can then be blitted (with alpha and transparency) to the screen. I'll support multiple 3d viewports, multiple models, multiple camera, animated avi textures,3ds files, cob-scn files, etc.. Some of the 3d functionality exists in the current release, I just haven't documented on how to use it, And I probably won't until I'm happy with the performance / features.
I suppose it will be up to the end user as to how use it in thier script. It will be easy to put in a 3d rotating menu system, full screen arcade-like walkthrough, random 3d animations, multiple cameras doing path flythoughs of models, etc...
 All this will be fully scriptable from the script files.
I'm also looking into adding generic math functions +-*/ to the variables along with an "IF-THEN-ELSE" to allow more control in the script.


Sounds cool! If you are planning to support our models at 3darcade please contact me as we will only make models available for use in fe's in two formats and we don't allow any other public use  or distribution of the models or variants of the models. You will probably be able to use the format that Howard is deciding on based on the .x format.

peter

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Re:EmuTron - New Version 2.0.5
« Reply #21 on: February 26, 2003, 08:20:47 pm »
Hmmm, I wonder what would happen if there was a collaberative effort to build a front end? Why must every debate about anything here detoriate into a mine is better than yours arguement?

Many people don't like mame32 but it works, its simple to set up, and it gets updated every time Mame gets updated. It was the first Windows mame front and is more likely than any other front end to still be around tomorrow. I was going somewhere with this but now I forget what my point was going to be...  :-[
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Re:EmuTron - New Version 2.0.5
« Reply #22 on: February 26, 2003, 10:07:43 pm »
There had been a previous thread that sort of touched on this. Peoples needs for a FE can be quite differant. It's possible all us FE devs could collaborate on a project I suppose, I think that there might be a bit of conflict as to the architecture / design / goals / language of any such system. I think peoples egos also could get in the way as well.  If we could get past the design stage, I think coding could go relatively smoothly.

-PacManFan

Hmmm, I wonder what would happen if there was a collaberative effort to build a front end? Why must every debate about anything here detoriate into a mine is better than yours arguement?

Many people don't like mame32 but it works, its simple to set up, and it gets updated every time Mame gets updated. It was the first Windows mame front and is more likely than any other front end to still be around tomorrow. I was going somewhere with this but now I forget what my point was going to be...  :-[
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Re:EmuTron - New Version 2.0.5
« Reply #23 on: February 26, 2003, 10:28:00 pm »
Many people don't like mame32 but it works, its simple to set up, and it gets updated every time Mame gets updated. It was the first Windows mame front and is more likely than any other front end to still be around tomorrow. I was going somewhere with this but now I forget what my point was going to be...  :-[

mame32 is NOT a front end.  It's a crappy delphi gui slapped on top of mame. (Not that there's anything wrong with that, but lets not call a piece of coal a diamond here.)  Once the inital framework was setup, new options and other views, ect can be added in like five seconds.  That's why it's regularly updated, because there is little work involved in doing so.  The more advanced, graphically a front-end is the harder it is to maintain, the harder it is to standardize and thus the harder it is for more than one person to work on it.  

But with that being said, we do cooperate with each other, particularly the trio of >p< sirpoonga and myself.  The thing is we each want something different in a front-end and thus it makes much more sense to have three different ones.  We do work together on a lot of things, however.  Some of our long term goals are rather secerative at this point, so lets just say...

wait........

But I wasn't trying to start "p*ssing contest" I merely saw the lengths to get emutron configured and had flashbacks of the horror that was advance mame, advance menu and arcade os.  Respectively, although I see great potential in the scripting system, I don't think the average user should ever have to see it, much less understand it.  It's simply too complex despite the impressive features that are a result of it.  I understand it because I am a programmer, but non-programmers are going to have a steep learning curve.  I was just trying to give the perspective of the "third man."  Although to pacmanfan a scripting language may be easy to follow, I think almost everyone would agree that well commented ini files make much more sense to the average user.  That's all I'm saying... I meant nothing by it.

Now my fe has never been easy to setup. But then again I've never claimed that's one of my ultimate goals.  I was just calling him on his mark.  As I do everyone.   :)

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Re:EmuTron - New Version 2.0.5
« Reply #24 on: February 26, 2003, 10:59:56 pm »
mame32 is NOT a front end.
It looks like a front end, its acts like a front end many people use it as a front end. I guess I'm confused as to what a friend end is if mame32 isn't one.

This is exactly what I meant by a lot of people not liking it. It gets a bum rap but it works.

PacManFan's front end isn't done he's working on simplyfying the scripting but if all people due is beat him up he's not going to have much incentive to do it. I honestly haven't tried your front end. The screen shots are saw aren't the look that I have been looking for. I was also searching for something easy to set up, which I certainly didn't find in Emutron but if I can get it to work it can't be that hard. Its actually kind of nice since its a learning experience that has taught me a bunch of things about mame that I either didn't know or didn't understamd.
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Re:EmuTron - New Version 2.0.5
« Reply #25 on: February 27, 2003, 01:59:13 am »
Hmmm, I wonder what would happen if there was a collaberative effort to build a front end? Why must every debate about anything here detoriate into a mine is better than yours arguement?

It is not that bad isn't  :o

hehe actually if you have been following the development here of fe's on this board closely you will also have seen that we may make harsh comments occasionally but we always help each other out...pacmanfan will be no exception to that...hey i just offered him access to our models and yes I was a bit offended when he introduced himself here by saying more or less your fe's are crap...

peter

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Re:EmuTron - New Version 2.0.5
« Reply #26 on: February 27, 2003, 08:50:30 am »
mame32 is NOT a front end.
It looks like a front end, its acts like a front end many people use it as a front end. I guess I'm confused as to what a friend end is if mame32 isn't one.


Oooh goody another semantics arguement! Is making a FE a sport?  What if HC keeps score or is that considered judging and therefore no longer a sport?

Sadly, I can actually see HC's point AND eightbits but I'm leaning with eightbits.

What is the definition of a FE? MY definition:

"A front end is a program designed to be a visual*/more user friendly  interface to a command line driven program"  

*I'd say gui, but that makes it seem like it has to be windows point and click where'as old skool front ends were very DOS-ey, Text-ey BBS style looking =P

Now ONE (*cough*) could argue that a  Front End is ... "a SEPARATE program designed to be... yadda yadda yadda"

But I'm of the opinion that if looks like a duck, and quacks like a duck, even if the duck is coded in delphi, it's still probably a duck =)

I guess the question is when is something just a GUI and no longer a FE?  No one considers Word a FE... *shrug*

Rampy

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Re:EmuTron - New Version 2.0.5
« Reply #27 on: February 27, 2003, 10:34:09 am »
hehe actually if you have been following the development here of fe's on this board closely you will also have seen that we may make harsh comments occasionally but we always help each other out...pacmanfan will be no exception to that...hey i just offered him access to our models
That was a nice gesture.

I haven't followed the development closely because untill recently Mame32 satisfied what I wanted to do. I may even go back to it since I'd rather have a working front end than a flashy buggy out of date front end. Though the idea of a 3d virtual arcade sounds really cool and might be worth a little hassle.  :)

You FE developers don't get enough credit for what you do. I might suggest a feature or question a problem but you won't get an email from me complaining about your front end not working or demanding features.



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Re:EmuTron - New Version 2.0.5
« Reply #28 on: February 27, 2003, 10:38:01 am »
a flashy buggy out of date front end.

I hope you are not talking about my fe  ;)

lol

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Re:EmuTron - New Version 2.0.5
« Reply #29 on: February 27, 2003, 10:42:27 am »

You FE developers don't get enough credit for what you do. I might suggest a feature or question a problem but you won't get an email from me complaining about your front end not working or demanding features.


Actually we don't care that much about complaints as most of us use our own fe's on a daily basis we know that they are not buggy  :D

And if there is a real nug i myself like to smash it as soon as possible so feedback even negative is always welcome  ;D

peter

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Re:EmuTron - New Version 2.0.5
« Reply #30 on: February 27, 2003, 10:59:17 am »
Peter,
   Thanks for your offer of the models, I would like to use them once I figure out how the 3d is going to be used in my FE. I would like that option to put them in.

 My intent here is not to ruffle anyone's feathers. No offense Peter , but I believe you are clearly misquoting me. I NEVER said anyones FE's are a bunch of crap. At that point, I hadn't even tried out Emulaxian or Lazarus. If you search the board, I was responding to a thread called "Shocked" about the complexity of FE's to set up relating to documentation quality and the specific features sets of them.
    I'm here on these boards because I love to play video games, and because I am a programmer (A good one), I wanted to make some sort of contribution back to the BYOAC for all of the good information I've learned here in the past few years.(Yes, I've been here that long, I was lurking).  
    I realize that I've been pushing people to check out my front end, but that's only because I'm proud of it, and I believe people would like it if they use it.

-PacManFan



Hmmm, I wonder what would happen if there was a collaberative effort to build a front end? Why must every debate about anything here detoriate into a mine is better than yours arguement?

It is not that bad isn't  :o

hehe actually if you have been following the development here of fe's on this board closely you will also have seen that we may make harsh comments occasionally but we always help each other out...pacmanfan will be no exception to that...hey i just offered him access to our models and yes I was a bit offended when he introduced himself here by saying more or less your fe's are crap...

peter
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Re:EmuTron - New Version 2.0.5
« Reply #31 on: February 27, 2003, 11:14:05 am »

Quote
My intent here is not to ruffle anyone's feathers. No offense Peter , but I believe you are clearly misquoting me. I NEVER said anyones FE's are a bunch of crap. At that point, I hadn't even tried out Emulaxian or Lazarus. If you search the board, I was responding to a thread called "Shocked" about the complexity of FE's to set up relating to documentation quality and the specific features sets of them.

ok i put that to harsh...it was more the negative connontations that offended me a bit..and i mean a 'bit'...no harsh feelings here...look at what I have said about your fe...i think i only made real balanced comments...

Quote
   I realize that I've been pushing people to check out my front end, but that's only because I'm proud of it, and I believe people would like it if they use it.

proud of our fe's we are probably all... and rightly so ;D
what i do not partially like is when you advertise your fe in a thread that goes about a problem with another fe..like you did in a thread about lazarus recently...but that is just my opinion...


updated the quoting..damn cutting and pasting mistakes  ;)

peter
« Last Edit: February 27, 2003, 11:58:32 am by )p( »

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Re:EmuTron - New Version 2.0.5
« Reply #32 on: February 27, 2003, 01:13:59 pm »
Just clarification.... I few of you were offended by the fact that I don't consider mame32 a front-end.. this is why.  

When you make a windows app, you have a set of pre-rendered controls you place on a form.  There is zero work in getting them to operate and display properly. It's literally drag and drop in most cases.  When you make a windows app that doesn't use the default windows controls, it requries extra work every step of the way, including creating your own object types and drawing graphics by hand.  

To any non-programmers out there, trust me... if the gui is windozed then it didn't take a whole lot of time to make.  Now the initial design and the initial interface to the command-line app might take a bit of time in the beginning, but I already stated that was the case.  Now for what it is, it's very good. But all it does is merely take ini file entries and put a check box or text box on top of them.  

So in terms of regular computer applications you might consider mame32's gui a fe of sorts.  But in emulation terms, it defintely is not.

Oh and pacmanfan, btw... the reason I am so hard on you is exactly what >p< said.  Your comments initally and the fact that you seem to throw your fe out there whenever someone else has a problem with one of ours.  It's extremely disrespectful.  

I only suggest someone use another fe when the one they are trying to use is super old, or not suited for what they want at all.  Even then I rarely suggest my own but rather suggest a few.  

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Re:EmuTron - New Version 2.0.5
« Reply #33 on: February 27, 2003, 01:38:13 pm »
Just clarification.... I few of you were offended by the fact that I don't consider mame32 a front-end.. this is why.  

When you make a windows app, you have a set of pre-rendered controls you place on a form.  There is zero work in getting them to operate and display properly. It's literally drag and drop in most cases.  When you make a windows app that doesn't use the default windows controls, it requries extra work every step of the way, including creating your own object types and drawing graphics by hand.  

To any non-programmers out there, trust me... if the gui is windozed then it didn't take a whole lot of time to make.    

So... your saying the amount of time/effort put into a front end justifies whether it is a "true" in the emulator sense, a front end?

Just because there are tools that make application development drag and drop simple, or doesn't use hand made controls/etc... shouldn't effect it's legitamacy (although it will probably effect it's audience size =P )

*shrug* Your front end is NOT cool becaue of some fancy routine you wrote, or which controls/objects you implemented -> rather it's cool because it's useful (or so I'm told) and looks professional/clean/and of course non-windowsy... and it has useful/neato features, etc...

I think the sub-discussion as to whether mame32 is a FE or not is silly... and i'm sorry to be perpetuating it.  HC generally posts interesting/informative comments that share the knowledge he has garnered.  But every so often there's this little bit of ridiculousness passed off as fact in the middle of all the "good/informative stuff" ... and i guess it drives me crazy, as I always reply to it to point it out =)

HC is always right, from a certain point of view.. I just don't always share his point of view.

Rampy

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Re:EmuTron - New Version 2.0.5
« Reply #34 on: February 27, 2003, 01:41:12 pm »
Howard, Peter,

   I think we got off to a bad start here, I really didn't intend any disrespect for either of you or your FE's. As far as recommending my FE in a topic you started, my apologies... I'll advertise EmuTron only when someone's asking. I do commend you both for releasing and supporting great FE's.

-PacManFan


Just clarification.... I few of you were offended by the fact that I don't consider mame32 a front-end.. this is why.  

When you make a windows app, you have a set of pre-rendered controls you place on a form.  There is zero work in getting them to operate and display properly. It's literally drag and drop in most cases.  When you make a windows app that doesn't use the default windows controls, it requries extra work every step of the way, including creating your own object types and drawing graphics by hand.  

To any non-programmers out there, trust me... if the gui is windozed then it didn't take a whole lot of time to make.  Now the initial design and the initial interface to the command-line app might take a bit of time in the beginning, but I already stated that was the case.  Now for what it is, it's very good. But all it does is merely take ini file entries and put a check box or text box on top of them.  

So in terms of regular computer applications you might consider mame32's gui a fe of sorts.  But in emulation terms, it defintely is not.

Oh and pacmanfan, btw... the reason I am so hard on you is exactly what >p< said.  Your comments initally and the fact that you seem to throw your fe out there whenever someone else has a problem with one of ours.  It's extremely disrespectful.  

I only suggest someone use another fe when the one they are trying to use is super old, or not suited for what they want at all.  Even then I rarely suggest my own but rather suggest a few.  
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Re:EmuTron - New Version 2.0.5
« Reply #35 on: February 27, 2003, 01:50:10 pm »
This post is getting WAAAAY off topic. Does anyone else have anything to say about the new 2.0.5 release and features of EmuTron? http://216.194.68.209/~admin17/
Any questions on the new functionality? Multiple EMU scripts? Arcade monitor support? Rotation? Joysticks? Script help?
If not, I'll lock this topic and we can take this to "Everything Else" if anybody wants to.

-PacManFan
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Re:EmuTron - New Version 2.0.5
« Reply #36 on: February 27, 2003, 01:57:43 pm »
This post is getting WAAAAY off topic. Does anyone else have anything to say about the new 2.0.5 release and features of EmuTron? http://216.194.68.209/~admin17/
Any questions on the new functionality? Multiple EMU scripts? Arcade monitor support? Rotation? Joysticks? Script help?
If not, I'll lock this topic and we can take this to "Everything Else" if anybody wants to.

-PacManFan



great idea  ;D

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Re:EmuTron - New Version 2.0.5
« Reply #37 on: February 27, 2003, 02:25:03 pm »
Ok, actually opinion:)

Your FE is very NOT intuative.  It isn't that easy to setup.  Also, does it support multiple rom folders?

ETConfig really confused me, I guess I didn't get the purpose or how to use it.

You say "It's fairly self-explainitory  (sorta). " not really.  Ok, I first browsed for the mame exe, then the ONE rom path (even though I have like 10) and catver.ini.  Then what,  I start pressing other buttons and don't see anything happening.

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Re:EmuTron - New Version 2.0.5
« Reply #38 on: February 27, 2003, 02:36:32 pm »
OK, fair enough,
ETConfig's main purpose at this point is to help you generate lists of Games to use in EmuTron. It supports 1 rom path, Although you could re-run it using 1 path at a time for your 10 paths.
The current script uses only 1 rom path, although it could be changed to account for more.

Why so many rom paths? What's the advantage of splitting up your roms?

There are a fair amount of directions on using ETConfig previous in this thread. You can create use it to create one master list of games, or start creating game catagorys by using inclusion / exclusion filters.

As far as nothing happening, the installation path must not have a space in the name, so the default "Program Files" doesn't work. I noted this on the downloads page. I've fixed this last night, I'll be posting an updated ETConfig setup program soon.

-PacManFan

Ok, actually opinion:)

Your FE is very NOT intuative.  It isn't that easy to setup.  Also, does it support multiple rom folders?

ETConfig really confused me, I guess I didn't get the purpose or how to use it.

You say "It's fairly self-explainitory  (sorta). " not really.  Ok, I first browsed for the mame exe, then the ONE rom path (even though I have like 10) and catver.ini.  Then what,  I start pressing other buttons and don't see anything happening.
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Re:EmuTron - New Version 2.0.5
« Reply #39 on: February 27, 2003, 02:57:06 pm »
OK, fair enough,
ETConfig's main purpose at this point is to help you generate lists of Games to use in EmuTron. It supports 1 rom path, Although you could re-run it using 1 path at a time for your 10 paths.
The current script uses only 1 rom path, although it could be changed to account for more.

Why so many rom paths? What's the advantage of splitting up your roms?
You aren't a mame poweruser, huh?

There are several reason.  For one I have a test roms folder for test drivers.  Second, I have a folder for each version since I started regularly using clrmame.  I compile several version of my own mame and I can't have version conflists in roms.  I also keep the roms in folders less than 750 megs so I can back them up to CD easily.

Quote
There are a fair amount of directions on using ETConfig previous in this thread. You can create use it to create one master list of games, or start creating game catagorys by using inclusion / exclusion filters.
Right, but not in your readme, I'm not going to come to this thread everytime I want to run ETConfig.

Quote
As far as nothing happening, the installation path must not have a space in the name, so the default "Program Files" doesn't work. I noted this on the downloads page. I've fixed this last night, I'll be posting an updated ETConfig setup program soon.

You didn't understand what I said.  It isn't intuative on what to do after you select a rompath, mame executble, and catver.ini.
And I guess I am blind, I don't see anything to that effect on your downloads page.
« Last Edit: February 27, 2003, 02:59:41 pm by SirPoonga »

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Re:EmuTron - New Version 2.0.5
« Reply #40 on: February 27, 2003, 03:01:37 pm »
i have to add, ok, I FINALLY figured out I have to edit the mame.cfg.   How do I know this is all working?
I read the rtf file, what are the keys?  I ket keys, any keys, nothing is happening.  I figured up and down would scroll me through the list of games, guess not.

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Re:EmuTron - New Version 2.0.5
« Reply #41 on: February 27, 2003, 03:11:48 pm »
Quote
Right, but not in your readme, I'm not going to come to this thread everytime I want to run ETConfig.

Well it's a good thing I put it in the faq file then...

Quote
You didn't understand what I said.  It isn't intuative on what to do after you select a rompath, mame executble, and catver.ini.

As the faq says, You click on the "get game list from mame" , and then you can start manipulating / filtering the game list.

Quote
And I guess I am blind, I don't see anything to that effect on your downloads page.

My bad, I guess I already posted the change and took out the notice last night.

SirPoonga, I'm sensing a little hositility here, have I done something to pi$$ you off?

-PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #42 on: February 27, 2003, 03:16:11 pm »
The keys are all listed in the etscript.rtf file in the doc subfolder. When there is an unrecoverable error in the script, the program exits and tells you whats wrong in the game.log file.

-PacManFan


i have to add, ok, I FINALLY figured out I have to edit the mame.cfg.   How do I know this is all working?
I read the rtf file, what are the keys?  I ket keys, any keys, nothing is happening.  I figured up and down would scroll me through the list of games, guess not.
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Re:EmuTron - New Version 2.0.5
« Reply #43 on: February 27, 2003, 03:34:01 pm »
SirPoonga, I'm sensing a little hositility here, have I done something to pi$$ you off?

Nope, just telling you the facts.  Since I can't even get the FE running right now I can't tell you what I like and don't like about it.

I did software testing for IBM, so I will be straight forward with anything I find.

It may seem hostile, but it isn't, it's just I am not impressed yet since I can't get anywhere in it.  There's alot of stuff you assume and don't point out.  Like knowing the keys are in the etscript.rtf.  I guess I'm use to having all the information to get a program running in either a readme file.  There's alot of hunting for the information needed.

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Re:EmuTron - New Version 2.0.5
« Reply #44 on: February 27, 2003, 04:03:47 pm »
BTW, How do I get more than one rom path?

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Re:EmuTron - New Version 2.0.5
« Reply #45 on: February 27, 2003, 04:07:43 pm »
BTW, in my opinion, I have to laugh.
You say on your site
"Well, let me tell you
« Last Edit: February 27, 2003, 04:08:14 pm by SirPoonga »

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Re:EmuTron - New Version 2.0.5
« Reply #46 on: February 27, 2003, 04:17:39 pm »
Quote
SirPoonga , I think if you took a look, you might like what you see. What FE do you use on your Cab now?

BTW, that's exactly what I am doing.  

I figured out why when I press a key nothing happens in the FE, I have to hold the key down for about a second, I can't just press a key.

IMHO, I think this FE will be decent once it matures.  For now it is too complicated to be practical.
Scripting is a cool feature, but the fact that you need to know the scripting in order to do any changes makes it not user friendly.  You definately need to make some wizards or sometype of redesign.

I'm pretty picky when it comes to frontends.  That's partly why I am making my own too.

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Re:EmuTron - New Version 2.0.5
« Reply #47 on: February 27, 2003, 04:24:50 pm »
Quote
Another thing I don't like, how you configure keys.  I see why you did it that way.

I'm confused, You do or you don't see why I do it that way? I think the key config is one of the easier parts. You can specify as many keys as you want to trigger the events by adding each one like:

KEYDEFS
      SCAN_LCTRL || SCAN_SPACE || JOY1_B1
END_KEYDEFS

To the event you want.

Quote
BTW, How do I get more than one rom path?

When you set up your game list, add the path to your roms before the game name. You can do this in the "Export" options.
Then, in the Launch_Game  event, change the line:
WriteToFile(mamename + " " + rompath + CurListItem(testgamelist , FILECOL) + ".zip")

To be:
WriteToFile(mamename + " " + CurListItem (testgamelist , FILECOL) + ".zip")

So you basically take out the rom path because you are specifying it in the game list file.

-PacManFan



BTW, in my opinion, I have to laugh.
You say on your site
"Well, let me tell you&#8230; I was upset by the many Front Ends I had downloaded and tested out to install on my Arcade Cabinet. Most of the Front Ends were not what I was looking for. Too Complex, Too simple, Not configurable enough, etc&#8230;"

Ok, what is to complex when compared to your FE?  Even advancemame is easier to setup and it isn't an FE!

I'm not saying it is bad, I'm just pointing that little bit of irony out.  

Lucky I do scripting for a careers, otherwise this would all be completely confusing.

Another thing I don't like, how you configure keys.  I see why you did it that way.
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Re:EmuTron - New Version 2.0.5
« Reply #48 on: February 27, 2003, 04:37:09 pm »
I'm confused, You do or you don't see why I do it that way? I think the key config is one of the easier parts. You can specify as many keys as you want to trigger the events by adding each one like:

KEYDEFS
      SCAN_LCTRL || SCAN_SPACE || JOY1_B1
END_KEYDEFS

To the event you want.
Right, that's what I understand.  It may seem easy to you, but like I said, it RELIES on the fact that the user NEEDS to know the scripting in order to configure it.  That's isn't intuative or user friendly which means it is not easy.  That's why I don't like it.  But because of the way you setup your FE i completely understand why you did it.

Quote
Quote
BTW, How do I get more than one rom path?

When you set up your game list, add the path to your roms before the game name. You can do this in the "Export" options.
Then, in the Launch_Game  event, change the line:
WriteToFile(mamename + " " + rompath + CurListItem(testgamelist , FILECOL) + ".zip")

To be:
WriteToFile(mamename + " " + CurListItem (testgamelist , FILECOL) + ".zip")

So you basically take out the rom path because you are specifying it in the game list file.

-PacManFan

Huh?  I still don't know how to setup a gamelist.  Even with the ETConfig which still doesn't do anything, I get the listinfo creation stuff, but then nothing after that, the screen hasn't changed, no list of games, so I wonder what it actually does.

Again, another good reason to show your FE isn't easy to configure.  I understand what you are talking about but think of someone who hasn't used your FE before and comes across this thread will look at that response as a deterant to using your FE.

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Re:EmuTron - New Version 2.0.5
« Reply #49 on: February 27, 2003, 05:13:09 pm »
Pacmanfan.  Just to make something clear.  I am not pissed off at you.  I'm only trying your FE out cause you told me too:)  To be honest, I didn't try your FE prior because I don't like the look of it.  It looks too busy.  But that won't stop me from trying it if someone asks.

I know I haven't said anything that would be considered "good".  I think all of what I said I good information.  But I haven't said what I like about it.  Well, that's in part because I haven't got by setup.  I'm sure if I can get by setup I will find something, like rotation.  BTW, rotation isn't working for me, I don't know how you rotate the image, but when I try and rotate I get stribes across the screen.  Not many people try to tackle that.

It shouldn't take hours to setup.
I followed the FAQ for etconfig.  I get nothing like what it says it is suppose to do.
"Then the catagory info is filled out and all games are listed in the grid below under the "All Games" tab. "
Nothing is listed.

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Re:EmuTron - New Version 2.0.5
« Reply #50 on: February 27, 2003, 05:42:03 pm »
BTW, rotation isn't working for me, I don't know how you rotate the image, but when I try and rotate I get stribes across the screen.  

ok i upgraded to 2.05. I was not sure what to keep so just replaced the old version. Can i next time only change the exe?

I got it up and running quickly with the default cfg files just like the first version. ie i did not try to change or make new gamelists...I just pointed the paths to my artwork and roms folders and it launches mame without any problems. It looks like the gamelist scrolling is a bit slower then the first version but works ok.

I had difficulties with the rotation though. i adjusted in etoptions.cfg orientation to 0 and adjusted the startupscript to mamevert.cfg. when i run emutron then it starts with an empty window and closes itself after a few seconds...maybe i missed another option i should adjust to get the rotation working?

peter

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Re:EmuTron - New Version 2.0.5
« Reply #51 on: February 27, 2003, 06:12:34 pm »
For the record when I tried the rotation option some wierdness occurred.  INstead of rotating the whole screen it seemed to rotate the "stage" it was on and squished the non-rotated graphics over in the corner.  A similar thing happened initially when I tried to change the screen resolution but that one worked itself out.  

Now maybe your understanding my point.... we have three programmers here and all three of us are having some difficulty setting it up.  That should say something about your ease of use claims.   Again, I'm not saying mine is easy either, but at least >p< and sirp could get it working.  

My suggestion towards the fe would be to concentrate all efforts towards the wizards and other helper apps before you go any further with the technical innovations.  It's one of the reasons I keep postponing the release of dxlaz. Right now it's fully useable and about 60% complete, but currently nobody would be able to get it running but me the setup is so complex.  So I'm going back and doing something I said I would never do.  I'm making setup wizards and intelligent error handling routines.

It's definately not the fun part, but sometimes it's necessary.    

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Re:EmuTron - New Version 2.0.5
« Reply #52 on: February 27, 2003, 06:14:12 pm »
Yeah, I'm working on the wizard for my FE just so when I do release it I don't get too many setup questions, especially since I plan on not supporting it:)

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Re:EmuTron - New Version 2.0.5
« Reply #53 on: February 27, 2003, 09:13:44 pm »
OK everyone,
Let's see:
To address the rotation issue:
 To run EmuTron rotated to the left or right, set the Orientation flag in etoptions to be 90 or 270, That's it.. the normal mame.scr will be stretched to fit the long screen. If you don't want this stretching, use the mamevert.cfg file

However, you cannot use the mamevert.cfg when the Orientation is 0 or 180 (normal or upside down), It will cause an error.

As far as ETConfig goes, Install the program using the setup.exe file to a directory with NO SPACES in the name, or as SirPoonga described, the program will have problems importing the game list from mame.

And yes, everyone, I know that working with a scripting language can be a little confusing until your know the language. Not everyone wants to learn a new language to use a program. I'm well aware or this. The language is there for flexabilty.
    As I said before, there is a wizard / scriptwriter program that is coming shortly, that writes the scripts for you so the average user doesn't have to know a lick about the language to set it up and use it.
If writing or altering a script is too intimidating for you, you can wait for the ez-config.
-PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #54 on: February 27, 2003, 09:21:08 pm »
OK everyone,
Let's see:
To address the rotation issue:
 To run EmuTron rotated to the left or right, set the Orientation flag in etoptions to be 90 or 270, That's it.. the normal mame.scr will be stretched to fit the long screen. If you don't want this stretching, use the mamevert.cfg file

As I said, I get striping.  Like a vertical hold not working on a TV.

Quote
As far as ETConfig goes, Install the program using the setup.exe file to a directory with NO SPACES in the name, or as SirPoonga described, the program will have problems importing the game list from mame.

No spaces, still does nothing.
« Last Edit: February 27, 2003, 09:24:42 pm by SirPoonga »

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Re:EmuTron - New Version 2.0.5
« Reply #55 on: February 27, 2003, 09:59:48 pm »
What screen res / bit depth are you using? I thought I had fixed all those striping problems. Try another resolution / and - or bitdepth and see if that helps.


As far as the ETConfig not working, I'll take a look at the code. Yours is the first report of a problem with the game import.
Waht kind of system are you running?

-PacManFan


OK everyone,
Let's see:
To address the rotation issue:
 To run EmuTron rotated to the left or right, set the Orientation flag in etoptions to be 90 or 270, That's it.. the normal mame.scr will be stretched to fit the long screen. If you don't want this stretching, use the mamevert.cfg file

As I said, I get striping.  Like a vertical hold not working on a TV.

Quote
As far as ETConfig goes, Install the program using the setup.exe file to a directory with NO SPACES in the name, or as SirPoonga described, the program will have problems importing the game list from mame.

No spaces, still does nothing.
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Re:EmuTron - New Version 2.0.5
« Reply #56 on: February 27, 2003, 10:00:07 pm »
What screen res / bit depth are you using? I thought I had fixed all those striping problems. Try another resolution / and - or bitdepth and see if that helps.


As far as the ETConfig not working, I'll take a look at the code. Yours is the first report of a problem with the game import.
Waht kind of system are you running?

-PacManFan


OK everyone,
Let's see:
To address the rotation issue:
 To run EmuTron rotated to the left or right, set the Orientation flag in etoptions to be 90 or 270, That's it.. the normal mame.scr will be stretched to fit the long screen. If you don't want this stretching, use the mamevert.cfg file

As I said, I get striping.  Like a vertical hold not working on a TV.

Quote
As far as ETConfig goes, Install the program using the setup.exe file to a directory with NO SPACES in the name, or as SirPoonga described, the program will have problems importing the game list from mame.

No spaces, still does nothing.
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Re:EmuTron - New Version 2.0.5
« Reply #57 on: February 27, 2003, 10:23:30 pm »
What screen res / bit depth are you using? I thought I had fixed all those striping problems. Try another resolution / and - or bitdepth and see if that helps.
1152x864 at 32bit at 75Hz, no, I will not change my desktop resolution to match what a program wants!

Quote
As far as the ETConfig not working, I'll take a look at the code. Yours is the first report of a problem with the game import.
Waht kind of system are you running?
PIII 500, ATI 128, 256megs of ram, XP
All I did was fill in the mame exe, the catver, and the roms dir, well, one roms dir to try it out on.
Then I clicke Get Gamelist from amme.  The listinfo capture dos window pops up then leaves.  That's it.

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Re:EmuTron - New Version 2.0.5
« Reply #58 on: February 28, 2003, 01:01:21 am »
To address the rotation issue:
 To run EmuTron rotated to the left or right, set the Orientation flag in etoptions to be 90 or 270, That's it.. the normal mame.scr will be stretched to fit the long screen. If you don't want this stretching, use the mamevert.cfg file

However, you cannot use the mamevert.cfg when the Orientation is 0 or 180 (normal or upside down), It will cause an error.


as i said i tried 90 with mamevert.cfg just to make sure i also tried setting my desktop to 1024x768x16. I don't see stripes in my case emutron opens an empty window and after a few seconds it closes. All works fine with 0 and mame.cfg. I am using a geforce 4 ti 4200 under win xp.

peter

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Re:EmuTron - New Version 2.0.5
« Reply #59 on: February 28, 2003, 10:21:24 am »
What screen res / bit depth are you using? I thought I had fixed all those striping problems. Try another resolution / and - or bitdepth and see if that helps.
1152x864 at 32bit at 75Hz, no, I will not change my desktop resolution to match what a program wants!

well you could change it *briefly* just to help troubleshoot the issue.  Jeez SirP I'm surprised at you.

Rampy

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Re:EmuTron - New Version 2.0.5
« Reply #60 on: February 28, 2003, 11:13:24 am »
well you could change it *briefly* just to help troubleshoot the issue.  Jeez SirP I'm surprised at you.

 ;D

What should I change it to?

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Re:EmuTron - New Version 2.0.5
« Reply #61 on: February 28, 2003, 11:17:14 am »
I just did a quick check of rotation in EmuTron,
for some reason 1152x864 doesn't work corrently. 320x200, 320x240, 640x480, 800x600, 1024x768, and 1280x1024 seem to work fine in either 16bpp or 32bpp.

-PacManFan

well you could change it *briefly* just to help troubleshoot the issue.  Jeez SirP I'm surprised at you.

 ;D

What should I change it to?
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Re:EmuTron - New Version 2.0.5
« Reply #62 on: February 28, 2003, 11:24:13 am »
Well, that's your desktop resolution, What resolution did you specify in the etoption.cfg file?

BTW, everyone, I don't have a video card capable of support hardware rotation, so I've had to write the rotation code in software for 16bpp and 32bpp (My card doesn't supprot 24bpp for some reason). All this type of testing is exactly what I need.
-PMF

Quote

as i said i tried 90 with mamevert.cfg just to make sure i also tried setting my desktop to 1024x768x16. I don't see stripes in my case emutron opens an empty window and after a few seconds it closes. All works fine with 0 and mame.cfg. I am using a geforce 4 ti 4200 under win xp.

peter
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Re:EmuTron - New Version 2.0.5
« Reply #63 on: February 28, 2003, 11:40:37 am »
i tried the default 800 600 and i tried 1024 768 in etoptions.cfg

i also tried to lower my desktop to those resolutions before launching emutron

same result the empty window for a few seconds...no rotation works ok on all resolutions.

i will try to install it on my cab later and see what happends there...

peter


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Re:EmuTron - New Version 2.0.5
« Reply #64 on: February 28, 2003, 11:49:29 am »
Take a look at the game.log file, if any errors happened, they should be reported in there.
-PMF

i tried the default 800 600 and i tried 1024 768 in etoptions.cfg

i also tried to lower my desktop to those resolutions before launching emutron

same result the empty window for a few seconds...no rotation works ok on all resolutions.

i will try to install it on my cab later and see what happends there...

peter


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Re:EmuTron - New Version 2.0.5
« Reply #65 on: February 28, 2003, 11:52:31 am »
Take a look at the game.log file, if any errors happened, they should be reported in there.
-PMF


this is what the log says:
******************
      220 : Log System initted
      220 : Inited keyboard
      220 : Inited mouse
      230 : initing joystick 1
      250 : Enumertateing Joysticks Devices
      250 : Time to compile script 3
      260 : Initing screen X:800 Y:600 BPP:32 Rotation:90
      260 : game bit depth 32
      260 : initing video
     1171 : initing script
     1171 : addfromfile C:\emu\emuarc\EmuTron\lists\categorys.lst
     1181 : addfromfile C:\emu\emuarc\EmuTron\lists\drgames.lst
     1291 : Time taken to initialize script 115
     1291 : entering runloop

PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #66 on: March 01, 2003, 12:43:24 pm »
Everyone, Thanks for your help in helping track down several bugs related to full screen rotation and the etconfig program. Look for another version soon that addresses these issues.

-PacManFan
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Re:EmuTron - New Version 2.0.5
« Reply #67 on: March 02, 2003, 04:11:43 pm »
Finally I've found a frontend that can easily setup game lists EASILY!!!!!!

OK, a few problems
1- When I use your default game list  for all roms there's a bug.  If I page down for an extended period of time, Emutron crashes.  I haven't noticed this on any of my custom lists, but they are also much shorter than the "all games" list.

2- Is there any way to control the brightness of the screen shot behind the game list?  It gets really tough to read sometimes

3- Is there any way to turn off the shadow effect on the game list?  this also makes it difficult to read.

4- Stupid question, but is there any way to underline the list title?  I tried editting it in the category file, but when I save, it just saves it back to a text file, so I lose all formatting.

5- You mentioned multiple emulator scripts.  I've learned a little about the scripting language and don't feel that I'll ever be able to write my own.  Can you cut and paste various lines of code that would show users how to set up daphne, u64, zinc, zsnes, etc (common emus).  That would make it much easier.

6-  Finally, I've managed to redefine keys to move thru the game lists.  It looks like I should be able to use the mouse to do this as well when I look at the code.  Is this correct?  If it is correct, I can't get the mouse to control scrolling through the list.

OK, sorry that was so long.  I just really like this FE, and would like to set it up perfectly.  It looks like I have the ability to do all these things, I just need a little help to get it set up.  All in all, I'm extremely happy with it already!!!

wee beastie

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Re:EmuTron - New Version 2.0.5
« Reply #68 on: March 02, 2003, 04:51:17 pm »
I think I can help some on that....  

In order to use some of those fe's with emutron your going to have to use my wrappers.  No big deal as they are realitively easy to setup.  

Also be warned that at this point emutron only supports 1 rom directory (and i'm assuming that in the new version it supports 1 rom dir per emulator) so it might not be ready for prime time as far as multiple emulators are concerned.  

I believe that pacmanfan has choosen to use the mame keycode constants to use... so check your std.ini in your ctrlr directory for mouse constants.  

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Re:EmuTron - New Version 2.0.5
« Reply #69 on: March 02, 2003, 05:27:10 pm »
thanks HC.  I actually did end up getting the mouse to work.  Seems I was wrong, it does work.  I don't think I changed anything.  I also figured out how to make the screenshots more transparent.  Unfortunately, this seems to slow down the scrolling thru the list.  Any ideas how to speed up that process?

I also managed to figure out how to remove the shadow on the game list.  For anyone wondering how to do it, search thru the mame script file for "shadow", then delete that line from the code.  Deleting the shadow and changing the transparency of the screen shot made reading the list significantly easier for me.

wee beastie

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Re:EmuTron - New Version 2.0.5
« Reply #70 on: March 02, 2003, 09:44:39 pm »
I'll try to answer all of your questions, Let's see...


1) I haven't run into this before, what game list are you using? What are your system specs?

2) There is no way to control the screen shot brightness as of yet, I'm currently working on a way to draw the text with alpha blending.

3) Yes, all text and graphics are completely configurable, in the DISPLAY event,
 you can comment out the line:
DrawTextList(testgamelist , 1 , listrect, LISTITEMSPACING , NUMBEROFLISTITEMS , CENTERLISTITEM,black,black,font1) // shadow

By putting  // in front of it.

4) I suppose you could load a bitmap with a line in it and display it on the right position on the screen. Let me know if you need some code to help you with this. I can put in some flags with the font declare, so you can do italic, bold ,underline, etc.. Look for this soon.

5) Check out the download page of EmuTron http://216.194.68.209/~admin17/
You can download a script that supports multiple front ends from there. Let me know if you need help configuring it.

6) All the keys to redefine the default input can be found in the etscript.rtf file at the bottom. The events can be triggered by more than one input by separating the keys with a ||.

more later.
-PacManFan

Finally I've found a frontend that can easily setup game lists EASILY!!!!!!

OK, a few problems
1- When I use your default game list  for all roms there's a bug.  If I page down for an extended period of time, Emutron crashes.  I haven't noticed this on any of my custom lists, but they are also much shorter than the "all games" list.

2- Is there any way to control the brightness of the screen shot behind the game list?  It gets really tough to read sometimes

3- Is there any way to turn off the shadow effect on the game list?  this also makes it difficult to read.

4- Stupid question, but is there any way to underline the list title?  I tried editting it in the category file, but when I save, it just saves it back to a text file, so I lose all formatting.

5- You mentioned multiple emulator scripts.  I've learned a little about the scripting language and don't feel that I'll ever be able to write my own.  Can you cut and paste various lines of code that would show users how to set up daphne, u64, zinc, zsnes, etc (common emus).  That would make it much easier.

6-  Finally, I've managed to redefine keys to move thru the game lists.  It looks like I should be able to use the mouse to do this as well when I look at the code.  Is this correct?  If it is correct, I can't get the mouse to control scrolling through the list.

OK, sorry that was so long.  I just really like this FE, and would like to set it up perfectly.  It looks like I have the ability to do all these things, I just need a little help to get it set up.  All in all, I'm extremely happy with it already!!!

wee beastie
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Re:EmuTron - New Version 2.0.5
« Reply #71 on: March 03, 2003, 11:21:34 am »
Quote
In order to use some of those fe's with emutron your going to have to use my wrappers.  No big deal as they are realitively easy to setup.  

Emutron Does not need any "wrappers" as far as I know. You can launch any program you need to by modifying the "Launch_Game" event. Emutron supports multiple Emulators. An example script file can be found at:
http://216.194.68.209/~admin17/
On the downloads page.

Quote
Also be warned that at this point emutron only supports 1 rom directory (and i'm assuming that in the new version it supports 1 rom dir per emulator) so it might not be ready for prime time as far as multiple emulators are concerned.  

Also not true, Emutron supports as many rom directories as needed, It's simply a matter of exporting the correct path(s) in the "Export game list" function of the ETConfig program, and taking out one line from the "Launch_Game" event that appends a path.

Quote
I believe that pacmanfan has choosen to use the mame keycode constants to use... so check your std.ini in your ctrlr directory for mouse constants.  

The keycode / joycode / mousecodes I have defined for EmuTron are not the same as the ones found in std.ini for mame, they are named differantly, The keycodes are defined in etscript.rtf at the bottom of the document.

Howard,
     I would appreciate if you would not attempt to field questions about Emutron when it is clear that you do not know the answers.

-PacManFan
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Re:EmuTron - New Version 2.0.5
« Reply #72 on: March 03, 2003, 11:41:45 am »
Quote
In order to use some of those fe's with emutron your going to have to use my wrappers.  No big deal as they are realitively easy to setup.  

Emutron Does not need any "wrappers" as far as I know. You can launch any program you need to by modifying the "Launch_Game" event. Emutron supports multiple Emulators. An example script file can be found at:
http://216.194.68.209/~admin17/
On the downloads page.

Um, do you know the purpose of HC's wrappers?  You tell me how you run zinc or the older impact with your emu then...

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Re:EmuTron - New Version 2.0.5
« Reply #73 on: March 03, 2003, 12:48:29 pm »
Here's a script file that will work for Zinc:
SCRIPT_START

// this is a script for zinc

STRING emutronpath   = AppDir // appdir is a program - defined string variable that holds the application directory that this program is being run from
STRING zincpath = "C:\EMU\zinc\"
STRING zincrompath =  zincpath + "roms\"
STRING zincname  = "zinc.exe"
STRING sshotpath  = zincpath + "snap\"
STRING WavePath  = emutronpath + "sound\"
STRING backgroundfile = emutronpath + "images\bckgrnd.jpg"
STRING LnchSound  = "game.wav"
STRING NextGameSound = "select2.wav"

Rect sshotrect =(216,82,629,377) // rect for screen shots
Rect listrect =(226,102,629,377) // rect for the scrolling list of games
Rect offsetlistrect =(228,104,631,379) // 2 pixels down and to the left rect of list rect
Rect previewrect =(216,391,625,471) // rectangle for the list of screen shot previews
Rect backgroundrect =(0,0,640,480) // the whole screen

Font font1 = ("Slicker",24)
Font font2 = ("Slicker",36)

Color red = (255,0,0)
Color blue = (0,0,255)
Color green = (0,255,0)
Color black = (0,0,0)
Color white = (255,255,255)

var DESCCOL = 0 // the column for the game description
Var   ROMINDEX = 1 // the column with the index of the game to start
var ARTCOL =2 // the column for the art snapshot filename

Var PREVIEWS_HORIZONTAL = 1 // for the display preview function

Var NUMBEROFLISTITEMS = 10 // # of items
var CENTERLISTITEM    = 4 // the center item to highlight
Var LISTITEMSPACING   = 22 // pixels

Bitmap backgroundbitmap
Bitmap sshotbitmap
BitmapList gamepreviews

List gamelist

// This Event is called by the program when the script starts


EVENT Load_Current_bitmaps
   ACTIONS
      LoadBitmap(sshotbitmap,sshotpath + CurListItem(gamelist,ARTCOL) ,sshotpath + CurListItem(gamelist,ARTCOL))
      LoadPreviews(gamepreviews,gamelist,ARTCOL,sshotpath," ",ARTCOL,sshotpath," ",5)
   END_ACTIONS
END_EVENT

EVENT User_Quit
   KEYDEFS
      SCAN_ESC
   END_KEYDEFS
   ACTIONS
      SaveState() // save the current position in all lists
      ExitProgram() // exit the program
   END_ACTIONS
END_EVENT

EVENT NEXT_GAME // this is the user defined name of the event
   KEYDEFS
      SCAN_DOWN || MOUSE_DOWN
   END_KEYDEFS
   ACTIONS // list of actions
      playwave (WavePath+NextGameSound)
      NextInList(gamelist,1)
      fireevent("Load_Current_bitmaps")
   END_ACTIONS
END_EVENT

EVENT PREV_GAME // this is the user defined name of the event
   KEYDEFS
      SCAN_UP || MOUSE_UP
   END_KEYDEFS
   ACTIONS // list of actions
      playwave (WavePath+NextGameSound)
      PrevInList(gamelist,1)
      fireevent("Load_Current_bitmaps")
   END_ACTIONS
END_EVENT


EVENT PAGEDOWN_GAME // this is the user defined name of the event
   KEYDEFS
      SCAN_RIGHT
   END_KEYDEFS
   ACTIONS // list of actions
      playwave (WavePath+NextGameSound)
      NextInList(gamelist,NUMBEROFLISTITEMS)
      fireevent("Load_Current_bitmaps")
   END_ACTIONS
END_EVENT

EVENT PAGEUP_GAME // this is the user defined name of the event
   KEYDEFS
      SCAN_LEFT
   END_KEYDEFS
   ACTIONS // list of actions
      playwave (WavePath+NextGameSound)
      PrevInList(gamelist,NUMBEROFLISTITEMS)
      fireevent("Load_Current_bitmaps")
      
   END_ACTIONS
END_EVENT

EVENT LAUNCH_GAME
   KEYDEFS
      SCAN_LALT  
   END_KEYDEFS
   ACTIONS
      playwave (WavePath+LnchSound)
      SaveState()
      OpenWriteFile ("ETLaunch.bat")
      WriteToFile("cd " +zincpath)
      WriteToFile(zincname + " " + CurListItem(gamelist,ROMINDEX))
      WriteToFile("cd " + emutronpath)
      WriteToFile("emutron.exe")
      WriteToFile("exit")      
      CloseWriteFile()
      Launch("ETLaunch.bat")
      ExitProgram() // the ETLaunch.bat file reloads emutron
   END_ACTIONS
END_EVENT


// This Event is called by the program every frame for display
EVENT DISPLAY
   ACTIONS
      DisplayBitmapStretchFit(backgroundbitmap,backgroundrect)
      DisplayBitmapStretchFit(sshotbitmap,sshotrect)
      DrawTextList(gamelist,DESCCOL,listrect,LISTITEMSPACING,NUMBEROFLISTITEMS,CENTERLISTITEM,black,black,font1) // shadow
      DrawTextList(gamelist,DESCCOL,offsetlistrect,LISTITEMSPACING,NUMBEROFLISTITEMS,CENTERLISTITEM,white,red,font1) // foreground
      DrawText("All Zinc Games",font2,225,78,black)
      DrawText("All Zinc Games",font2,226,79,blue)
      DisplayPreviewList(gamepreviews,previewrect,2,red,PREVIEWS_HORIZONTAL) // horizontal
   END_ACTIONS
END_EVENT

EVENT SCSTART
   ACTIONS // list of actions
      NativeRes(640,480) // this sets the native script size so it can be stretched
      LoadList (gamelist,AppDir + "lists\zincgames.lst" ,3) // 3 columns wide of info
      LoadState() // the state file tells where we are in the list
      LoadBitmap(backgroundbitmap,backgroundfile) // load the background image
      fireevent("Load_Current_bitmaps") // fire this event off to load the game bitmaps            
   END_ACTIONS
END_EVENT

SCRIPT_END
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PacManFan

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Re:EmuTron - New Version 2.0.5
« Reply #74 on: March 03, 2003, 12:53:38 pm »
And here is the list file "zincgames.lst" for all zinc games. Put this list file in your /lists directory and the previous posting's file in your script directory.
You need to fill in the name of the snapshot file for each game. I personally don't use Zinc, however all this will work.
The format of this list is:

GAME DESCRIPTION
ZINC INDEX #
ART FILE(SNAPSHOT) NAME

I hope this helps everyone who uses the old Emu's that refer to game index #'s instead of rom names.

-more later
-PacManFan


--------------file begin--------------------
Street Fighter EX (JP)
1
ssfex.jpg
Street Fighter EX (ASIA)
2
 
Street Fighter EX Plus (USA)
3
 
Street Fighter EX Plus (JP)
4
 
Street Fighter EX 2 (JP)
5
 
Street Fighter EX 2 PLUS (JP)
6
 
Star Gladiator 2 (JP)
7
 
Rival Schools (ASIA)
8
 
Justice Gakuen (JP)
9
 
Strider Hiryu 2 (JP)
10
 
Strider 2 (USA)
11
 
Kikaioh (JP)
12
 
Battle Arena Toshinden 2 (JP)
13
 
Tetris The Grand Master (JP)
14
 
Sonic Wings Limited (JP)
15
 
Beastorizer (bootleg)
16
 
Psychic Force (JP)
17
 
Magical Date EX (JP)
18
 
Soul Edge (JP) Ver. A
19
 
Soul Edge (JP) Ver. C
20
 
Tekken (JP) Ver. A
21
 
Tekken 2 (JP) Ver. B
22
 
Dancing Eyes (JP) Ver. A
23
 
Xevious 3D/G (JP) Ver. A
24
 
Star Sweep (JP) Ver. A
25
 
Kosodate Quiz My Angel 3 (JP) Ver. A
26
 
--------------file end--------------------

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Re:EmuTron - New Version 2.0.5
« Reply #75 on: March 03, 2003, 01:31:43 pm »
Ok, cool, but what about a GUI emu like impact.  Yeah, zinc is the updated emu, but impact supported network play!

There are others, would have to ask HC why he made all those wrappers.  At least his impact wrapper made impact "command-line" based :)


You test our scripts and post them.  A normal user will not know how to do what you just posted.
« Last Edit: March 03, 2003, 01:34:06 pm by SirPoonga »

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Re:EmuTron - New Version 2.0.5
« Reply #76 on: March 03, 2003, 04:53:49 pm »
I stand corrected.... gee now your fe is even more user unfrinedly that I originally thought.  

So you don't use ascii codes, you don't use scancodes, you don't use std.ini constants based on c++ scanblocks.  You decided to make up your own proprietary constants instead??  Is there any logic behind that at all?  

Also your still using bat files as your primary launching system which is a 20 year old technology and should be used as little as possible.  There's nothing wrong with bat files, but you never answered my question before.  Why not use an api or the famous shell command to launch apps??  It's much cleaner... frees up the memory your fe was using while the game is playing and not to mention it doesn't leave bat files everywhere.  

Also that scripting to get zinc to work is hideously over-complicated.  Notice the lack of any in script comments explaing to you what each thing means.  I suggest you download one of my wrappers and use it as a guide so that you can make your scripts user friendly.  

And finally no where in your manual that I can find does it mention the option of having multiple rom directories.  I believe at one point you even laughed at sirp in a reply and said "why would you ever need more than one rom directory" or something to that effect.  

In conclusion excuse me for trying to help.  My wrappers are still much more efficient than your bat file system.  And I suggested them so maybe you would understand that and incorporate them as virtually every other fe developer has.  They were made external so other fe developers don't have to fool with complicated launching sequences.  

So excuse me for trying to help, I won't make that mistake again.  

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Re:EmuTron - New Version 2.0.5
« Reply #77 on: March 03, 2003, 05:09:39 pm »
Ok, cool, but what about a GUI emu like impact.  Yeah, zinc is the updated emu, but impact supported network play!

There are others, would have to ask HC why he made all those wrappers.  At least his impact wrapper made impact "command-line" based :)

Exactly sirp!  The user asked about running u64emu.  U64emu(aka Kiame)  can ONLY be ran through a fe by my wrappers.  It's a gui and an unstandardized gui at that.  
You test our scripts and post them.  A normal user will not know how to do what you just posted.

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Re:EmuTron - New Version 2.0.5
« Reply #78 on: March 03, 2003, 05:12:04 pm »
Gee Howard, At 23 you seem awfully hostile and arrogant, most people take a lifetime to become that way. The bottom line is: If you don't like EmuTron, don't use it, Just don't knock it, it's that simple. I'm not talking smack about lazarus.
There are reasons why EmuTron is the way it is.
There are lots of comments in the script, most of them are at the end of lines.
I DO use scan codes as apparant in the script. And to address the issue of Batch files again, It's a simple effective way to launch any command line application with pre/post commands. I probably will incorporate the "Shell" function in the future.

Quote
I believe at one point you even laughed at sirp in a reply and said "why would you ever need more than one rom directory" or something to that effect.

The question I asked sirp was a valid one. I only have one rom directory, and I wanted to know why someone would have more than one. What makes you think I was laughing? Are you spying on me through my window?!?!?!

-PacManFan


I stand corrected.... gee now your fe is even more user unfrinedly that I originally thought.  

So you don't use ascii codes, you don't use scancodes, you don't use std.ini constants based on c++ scanblocks.  You decided to make up your own proprietary constants instead??  Is there any logic behind that at all?  

Also your still using bat files as your primary launching system which is a 20 year old technology and should be used as little as possible.  There's nothing wrong with bat files, but you never answered my question before.  Why not use an api or the famous shell command to launch apps??  It's much cleaner... frees up the memory your fe was using while the game is playing and not to mention it doesn't leave bat files everywhere.  

Also that scripting to get zinc to work is hideously over-complicated.  Notice the lack of any in script comments explaing to you what each thing means.  I suggest you download one of my wrappers and use it as a guide so that you can make your scripts user friendly.  

And finally no where in your manual that I can find does it mention the option of having multiple rom directories.  I believe at one point you even laughed at sirp in a reply and said "why would you ever need more than one rom directory" or something to that effect.  

In conclusion excuse me for trying to help.  My wrappers are still much more efficient than your bat file system.  And I suggested them so maybe you would understand that and incorporate them as virtually every other fe developer has.  They were made external so other fe developers don't have to fool with complicated launching sequences.  

So excuse me for trying to help, I won't make that mistake again.  
All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

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Re:EmuTron - New Version 2.0.5
« Reply #79 on: March 03, 2003, 05:29:06 pm »
"Hi Pot, my names kettle..... Your black!" --PacManFan
« Last Edit: March 03, 2003, 05:29:41 pm by Howard_Casto »

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Re:EmuTron - New Version 2.0.5
« Reply #80 on: March 03, 2003, 08:17:04 pm »
PacFan,

You wanted me to post my specs because Emutron crashes if I hold right/left on the joystick too long.  I've noticed that this problem is isolated to long lists (ie all mame games--which I never really use anyway).

AMD 1.4Ghz Athalon
ECS K7s5A mobo
ATI All In Wonder 128 Pro
256 megs crappy ram.

The transparency is not terribly important to add as the alpha blending works quite well.  I have noticed that scrolling thru the list slows down quite a bit when you do this.  Any ideas how to speed this up?

Also, I can't seem to get the movie to play when my screen saver should start.  I've kept the default values in the etconfig file for when it should start the screensaver.  Then I more or less cut and paste the PlayMovie line from you docs (obviously changing path to "c:\movies\arcade84.mpg.").  For some reason it doesn't seem to be working.   Well, I shouldn't say that, I probably have it set up wrong.  Do I need a special player?  I can play the movie ok when I'm in windows on the real player.

wee beastie

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Re:EmuTron - New Version 2.0.5
« Reply #81 on: March 03, 2003, 09:39:59 pm »
WeeBeastie,
    I'm thinking that problem you're having with the long list might be caused by a bad png artwork file causing a crash. Does it crash on one file specifically? I check to see if the file exists before I try to load it, But after that, I assume it's valid. I'll put in more error checking code in the image load routines.

The last version, I turned off the ScreenSaver event because I was doing some testing on the AVI - MPG movie player with rotation after I changed from the Windows Media Player to straight MCI commands. You'll have to wait a few days before I release the next version with the Screen Saver enabled. I noticed that it was off a few days ago.

As far as speed goes, The alpha blending is slowing things down a bit, I'm writing an alpha blit routine for 25/75 , 50/50 and 75/25 blending that is 4x faster than the current.

Thanks for taking the time to check out EmuTron.

-PacManFan

PacFan,

You wanted me to post my specs because Emutron crashes if I hold right/left on the joystick too long.  I've noticed that this problem is isolated to long lists (ie all mame games--which I never really use anyway).

AMD 1.4Ghz Athalon
ECS K7s5A mobo
ATI All In Wonder 128 Pro
256 megs crappy ram.

The transparency is not terribly important to add as the alpha blending works quite well.  I have noticed that scrolling thru the list slows down quite a bit when you do this.  Any ideas how to speed this up?

Also, I can't seem to get the movie to play when my screen saver should start.  I've kept the default values in the etconfig file for when it should start the screensaver.  Then I more or less cut and paste the PlayMovie line from you docs (obviously changing path to "c:\movies\arcade84.mpg.").  For some reason it doesn't seem to be working.   Well, I shouldn't say that, I probably have it set up wrong.  Do I need a special player?  I can play the movie ok when I'm in windows on the real player.

wee beastie
All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

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Re:EmuTron - New Version 2.0.5
« Reply #82 on: March 03, 2003, 10:52:17 pm »
Hey everyone,
 I know tempers have been running a little hot around here. I suppose that's the beauty of America. People are free to voice their opinions and express themselves in whatever way possible they want to. I can only speak for myself when I say that I respect Howard for putting forth his time and effort and supporting a great front end such as Lazurus for the BYOAC. Perhaps I've been a little to harsh with my responses about his efforts to put in his .02$ about EmuTron.
I think the BYOAC, no, the whole world needs more people like HC, They stir things up and cause people to stop and think. Ok. He's got some strong opinions, but he's not afraid to voice the. Sure people might get knocked off their boxes every once and a while, but it keeps things interesting.

    I have very much appreciated (most of) the responses and constructive critizisms that people had to offer.

    I ask everyone to remember that EmuTron is still only an infant FE (2 months old) and that there are bound to be issues to be worked out with testing.


BTW HC,
 I hope there's no hard feelings about the exchanges going on here. And while you were reading this long and boring posting, My satellite laser system has targeted your house ;)

All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

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Re:EmuTron - New Version 2.0.5
« Reply #83 on: March 04, 2003, 12:13:21 am »
OK Pacfan, that sounds great.  Looking forward to the screensaver option in a later release.  After messing with emutron extensively, I think the most needed element is this:  When I launch/quit a game is there any way to prevent it from showing "windows"? Even if it just shows a black screen, that is preferrable to seeing windows in the background

Emutron has worked great, and that's the only major thing that I can think of at the moment.  The other aspects (transparency, movie/screensaver, etc) can be added later.  To tell you the truth, transparency is not needed too much as alpha blend looks and works great.  Of course, this is your project, so feel free to work on whatever want.  I also thank you for posting some scripts how to get zinc working.  I haven't tried it yet, but I'll be sure to when I get the opportunity.  I'll probably try HC's wrappers as well, to see how they work with it (HC I had no idea what wrappers were until you mentioned them, but they look quite usefull!!)

Oh, and PacFan, you were right.  The crash was a bad screenshot.   Note, the bad screen shot was actually 5 down the llist from what was selected.  The crash was occuring because of the screen shot loading in the preview box, not the main screen shot rectangle.  Way to go on troubleshooting that PacFan!  Keep up the good work.

wee beastie

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Re:EmuTron - New Version 2.0.5
« Reply #84 on: March 04, 2003, 10:50:03 am »
Hey Wee Beastie,

I glad to hear you like EmuTron,
Windows is show when you launch a game because of the way that I launch programs through EmuTron in the Game_launch event. I'm running a batch file. There are a few other ways to launch programs that I'm considering putting in to hide Windows as per your and Howards' suggestions.

-PacManFan

Quote
OK Pacfan, that sounds great.  Looking forward to the screensaver option in a later release.  After messing with emutron extensively, I think the most needed element is this:  When I launch/quit a game is there any way to prevent it from showing "windows"? Even if it just shows a black screen, that is preferrable to seeing windows in the background
All Hail Smezznar! The Giant purple centipede of Omnicron 5. Regail him with your odiferous offerings of onion powder!

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Re:EmuTron - New Version 2.0.5
« Reply #85 on: March 04, 2003, 01:56:13 pm »
PacManFan,

In the meantime, I believe I can hide windows by adding this to my "Startup File" in windows.

iexplore -k file.jpg

This should launch Internet Explorer in a kiosk/fullscreen mode, under Emutron.  Thus, when emutron quits, it should display a fullscreen pic that I decide, instead of showing windows.  I'll try that out when I get the chance.  It's a bit of a cludge, but if it works, it's fine with me.  

wee beastie

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Re:EmuTron - New Version 2.0.5
« Reply #86 on: March 24, 2003, 07:40:11 pm »
I'm trying to get Emutron to launch a jukebox program when I press a particular button.  I set up the config file properly, and when I press the designated button, it launches the jukebox program, but it's hidden behind Emutron.

Any idea how to fix this?

Also, I've found a particularly good mpg/avi freeware screensaver that allows me to randomize video images and mute them.  However, it doesn't work when the frontend is running.  Is there anything I can do to allow this to work?

Thanks PacManFan,


wee beastie

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Re:EmuTron - New Version 2.0.5
« Reply #87 on: March 24, 2003, 08:10:10 pm »
Hey Wee Beastie,

Quote
I'm trying to get Emutron to launch a jukebox program when I press a particular button.  I set up the config file properly, and when I press the designated button, it launches the jukebox program, but it's hidden behind Emutron.

Any idea how to fix this?


After you launch another program with EmuTron, If the program has a UI, You must exit EmuTron with the ExitProgram() statement after the Launch( ... ) command to show the program.
-BTW You can set up a Jukebox from within EmuTron.
Use the PlayMP3( ..) command, and after the mp3 is done playing, you can have EmuTron call an event to launch another mp3.

Quote
Also, I've found a particularly good mpg/avi freeware screensaver that allows me to randomize video images and mute them.  However, it doesn't work when the frontend is running.  Is there anything I can do to allow this to work?
Thanks PacManFan,
wee beastie


EmuTron runs in full screen exclusive mode, it doesn't allow other programs to take over the video until it exits.

What you can do is use the PlayMovie function from within EmuTron. EmuTron has 3 new automatic events:

Screensaver_start
Screensaver_display
Screensaver_end

Screensaver_start is called after the program no-input time elapses.
Then Screensaver_display is called as a display function instead of the normal display.
After a key is pressed, Screensaver_end is called so you can reload any bitmaps, etc...

Make sure you download the latest release of EmuTron 2.07. There has been several major revisions, And I'm about to release version 2.08 (With better movie / screen saver support)

I'll make a posting for the next release.


-PacManFan


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Re:EmuTron - New Version 2.0.5
« Reply #88 on: March 25, 2003, 01:41:44 am »
I think the problem is that EmuTron takes control of the video.  See, when I launch my jukebox program, the batch file that launched it also contains the lines to restart emutron.  Problem is, the batch file loads the jukebox, then continues running and launches Emutron back over the jukebox.  I've tried just about everything to try and get this to work with the batch file.  

Tried using CHOICE and PAUSE commands.  Unfortunately, the dos window minimizes in the process, and it's impossible to make a "seamless" transition between the two programs without having to pull out the mouse.

While this is a minor setback, I don't want it to sound like a gripe, as EmuTron has been incredible so far!!!!! ;D ;D

Thanks for your patience and work on a great frontend

wee beastie