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  1. I made these for my own personal themes, but thought it would be worthwhile sharing, should anyone want to re-use them for their own themes.

    579 custom listbox menu images, showing the game character & game name
     
     
     
    4
  2. Adaptateur Manette Gamecube pour Wii U   Replacement OEM AC Adapter For Nintendo Gamecube       Compilation de shader asynchrone (éviter le temps de compilation du shader) Encodeur/décodeur de texture DX11 de Galop (améliore le décodage de texture spécialement EFB vers RAM) Chargeur de sommets pré-compilé et décodage de sommets optimisé à l'aide de SSSE3 et SSE4 Prise en charge de Dolpby Pro Logic II pour xaudio et openal Résolutions internes plus grandes (IRx6) pour permettre les jeux 4K Améliorations des textures personnalisées pour permettre le chargement direct de textures compressées, y compris les mipmaps DSP - Option Time Streching (Améliore la sortie sonore pour éviter les sauts de son sur les machines lentes) Prise en charge de DX9 pour les anciennes machines Interface de post-traitement modifiée pour prendre en charge : -Plusieurs étapes permettant des effets plus complexes. -Profondeur et gamma natif en entrées. -DX11/DX12. -Version personnalisée de DolphinFX qui fonctionne sous dx11 et ogl -SSAO et DOF. -Prise en charge de la mise à l'échelle des textures -Bump Mapping avec des propriétés de matériaux avancées  -Phong Réflexion spéculaire pour améliorer la qualité de l'éclairage -Cartographie de tessellation et de déplacement  -Éclairage de jante  -Génération automatique de bosses pour améliorer l'éclairage avec la prise en charge des cartes cubiques env -Cache de l'UID du shader :           * Les uids de shader identifient les différents shaders dont les jeux ont besoin pour restituer les graphiques, comme on le sait, la génération de shader est lente                   et provoque un bégaiement la première fois que vous jouez à un jeu ou lorsque la version de Dolphin change.                   L'utilisation des caches UID permet à un utilisateur ayant déjà joué au jeu de partager les informations du shader,                   permettant ainsi aux autres utilisateurs de profiter du jeu sans bégayer.           * Pour les utiliser, demandez simplement les fichiers à un ami ayant déjà joué au jeu.           * Ensuite, placez simplement le dossier des fichiers [UserFolder]\Cache\ShadersUIDS et activez l'option "Compile Shaders On Startup" dans l'onglet graphique avancé.   Autres fonctionnalités Compilation de shaders multithread Mise en œuvre précoce de tests approfondis pour corriger les problèmes associés et augmenter les performances L'option Fast-Depth contrôle désormais l'utilisation ou non de l'émulation z précoce précise, donc l'activation de la profondeur rapide donnera un boost de vitesse dans certains systèmes. Accès EFB rapide. Implémentez le cache d'accès EFB global pour réduire les blocages du GPU causés par l'accès du CPU à l'efb (cette option est l'onglet Hack dans les options Gfx) Réorganisation du chemin de génération de shader pour améliorer les performances Implémentation du support 3D pour le rendu 3D côte à côte/TopBottom De nombreuses corrections de bugs anciens de DX9 (ZComploc, émulation Tev, etc.) Autres correctifs et petites améliorations.   1117(f0dd960b5) : Fusionnez la prise en charge de plusieurs dossiers de textures à partir du maître.   Configuration [ *] Full Async Shader = Aucun ralentissement causé par la compilation des shaders. -> Conditions requises : CPU faible (problèmes possibles) Options DSP - Time streching Activer l'étirement du son pour éviter les crépitements dus à la lenteur du VPS dans l'émulation. Cela introduira une certaine latence.                     Batterie Rechargeable USB Haute Capacité 3800 mAh pour Wii Fit Balance Board
      Dolphin Ishiiruka WIP 10-09-2020.zip 10.35 Mo     TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS.iso 4.38 Go     TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS.jpg 143.49 Ko     TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS
         
     
     
     
    MEmu := "Dolphin Ishiiruka "
    MEmuV := ""
    MURL := ["https://dolphin-emu.org/"]
    MAuthor := ["djvj","bleasby"]
    MVersion := ""
    MCRC := ""
    iCRC := ""
    MID := ""
    MSystem := ["Nintendo Gamecube","Nintendo Wii","Nintendo WiiWare"]
    ;----------------------------------------------------------------------------
    ; Notes:
    ; Bew sure you are running at least Dolphin v4.0 or greater.
    ; If you get an error that you are missing a vcomp100.dll, install Visual C++ 2010: http://www.microsoft.com/download/en/details.aspx?id=14632
    ; Also make sure you are running latest directx: http://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3
    ; Dolphin will sometimes crash when connnecting a Wiimote, then going back to the game. After all Wiimotes are connected that you want to use, it shouldn't have anymore issues.
    ; Convert all your games to ciso using Wii Backup Manager to save alot of space by stripping everything but the game partition. http://www.wiibackupmanager.tk/
    ; If you want to keep your Dolphin.ini in the emu folder, create a "portable.txt" file in MyDocuments\Dolphin Emulator\
    ;
    ; Bezels:
    ; If the game does not fit the window, you can try setting stretch to window manually in dolphin.
    ;
    ; Setting up custom Wiimote or GCPad profiles:
    ; First set UseCustomWiimoteProfiles or UseCustomGCpadProfiles to true in RocketLauncherUI for this module
    ; Launch Dolphin manually and goto Options->(Wiimote or Gamecube Pad) Settings and configure all your controls how you want your default setup to look like. This will be used for all games that you don't set a custom profile for. No need to save any profiles.
    ; All your controls are stored in WiimoteNew.ini or GCPadNew.ini and get copied to a _Default_(WiimoteNew or GCPadNew).ini on first launch. This ini contains all the controls for all 4 controllers.
    ; Do not confuse this with Dolphin's built-in profiles as those only contain info for only one controller. The (WiimoteNew or GCPadNew).ini and all the profiles RocketLauncher uses contain info for all controllers in one file.
    ; This new profile now called _Default_(WiimoteNew or GCPadNew).ini will be found in Dolphins settings folder: \Config\Profiles\(Wiimote or GCPad) (RL)\Default.ini
    ; For each game or custom control sets you want to use, edit the controls for all the controllers to work for that game and exit Dolphin. Now copy the (WiimoteNew or GCPadNew).ini to the "(Wiimote or GCPad) (RL)" folder and name it whatever you like.
    ; In RocketLauncherUI's module settings for Dolphin, Click the Rom Settings tab and add each game from your xml you want to use a this custom profile for.
    ; Now for all those games you added, make sure the Profile setting it set to the custom profile you want to load when that game is launched.
    ; Any game not added will use the "_Default_(WiimoteNew or GCPadNew).ini" profile RocketLauncher makes on first launch.
    ;
    ; To Pair a Wiimote:
    ; Highly suggest getting a Mayflash DolphinBar as it makes pairing and using wiimotes as easy as with a real Wii: http://www.amazon.com/TOTALCONSOLE-W010-Wireless-Sensor-DolphinBar/dp/B00HZWEB74
    ; If using the DolphinBar, just make sure Dolphin is set to continuously scan for wiimotes and set controls to use real wiimotes for as many wiimotes you have.
    ; You do not need to pair the wiimote with the PC first as you would with a standard blueooth and wiimote.
    ; DolphinBar should be on Mode 4. Wiimotes don't get paired until after Dolphin is running, not before!!
    ; After Dolphin is running, press 1+2 on each wiimote and after a few moments, the wiimote will pair and vibrate and one led will lock solid. Do this for each wiimote. That's it!
    ;
    ; If using a standard LED Bar:
    ; Make sure all your wiimotes have already been paired with your PC's bluetooth adapter
    ; All 4 leds on the wiimote should be flashing
    ; Press your Refresh key (set in RocketLauncherUI for this module) or enable continuous scanning in Dolphin
    ; Press 1 + 2 on the wiimote and one led should go solid designating the player number
    ;
    ; MultiGame:
    ; Currently unable to get disc swapping to work. See MultiGame section below for additional details.
    ;
    ; Netplay:
    ; If you're using a GameCube game with saves, synchronize your memory cards, Wii NAND needs to be synchronized, and some settings (such as CPU Clock Override) must be either synchronized or disabled.
    ; Because netplay may require different settings than you would normally use with local play, the module will look for any inis in your Dolphin user config folder ending with "_netplay" and use those configs instead of your normal ones.
    ; So for example, after you tweak all your dolphin settings for netplay, copy your dolphin.ini to dolphin_netplay.ini in the same folder.
    ; When the module launches and you choose multiplayer from RocketLauncher on screen menu, the module will backup dolphin.ini and copy dolphin_network.ini to dolphin.IniDelete
    ; On exit, the module will restore your backed up dolphin.ini and any other ini files in this folder (and all subfolders) that had the "_netplay" in the name.
    ; Guide on tweaking performance for netplay: https://dolphin-emu.org/docs/guides/netplay-guide/
    ; Another guide: https://docs.google.com/document/d/1CIkBAGcf_-kBUa4urn4KUj2U4UA6y_2a7stXJz85yiE/
    ;
    ; Linking a GameCube game with VBA-M
    ; Game tested: Legend of Zelda, The - Four Swords Adventures (USA)
    ; VBA-M emulator tested: visualboyadvance-m2.0.0Beta1
    ; dolphin emulator tested: dolphin-master-4.0-6725-x64
    ; On RocketLaunchUI, dolphin, GameCube Module settings set your VBA-M executable and VBA Bios file path on the VBALink tab.
    ; On RocketLaunchUI, dolphin, GameCube, Game name Module Settings enable VBA Link
    ; If your Game Boy Advanced Windows appear frozen after the RocketLauncher fade screen loads, increase the value of the VBADelay on GameCube, VBALink settings. Default value is 500 milliseconds.
    ; A game with one VBA window will use a two screens bezel file, Bezel [2S].png, the first screen for the GameCube game and the second one for the VBA screen. Two VBAs = Bezel [3S].png, again first screen for the GameCube game and second and third for the VBA screens, and so on.
    ;----------------------------------------------------------------------------
    StartModule()
    BezelGui()
    FadeInStart()
    primaryExe := new Emulator(emuPath . "\" . executable)            ; instantiate emulator executable object
    Fullscreen := moduleIni.Read("Settings", "Fullscreen","true",,1)
    UseCustomWiimoteProfiles := moduleIni.Read("Settings", "UseCustomWiimoteProfiles","false",,1)    ; set to true if you want to setup custom Wiimote profiles for games
    UseCustomGCPadProfiles := moduleIni.Read("Settings", "UseCustomGCPadProfiles","false",,1)    ; set to true if you want to setup custom GCPad profiles for games
    HideMouse := moduleIni.Read("Settings", "HideMouse","true",,1)                    ; hides mouse cursor in the emu options
    RefreshKey := moduleIni.Read("Settings", "RefreshKey",,,1)                        ; hotkey to "Refresh" Wiimotes, delete the key to disable it
    Timeout := moduleIni.Read("Settings", "Timeout","5",,1)                            ; amount in seconds we should wait for the above hotkeys to timeout
    renderToMain := moduleIni.Read("Settings", "Render_To_Main","false",,1)
    enableNetworkPlay := moduleIni.Read("Network", "Enable_Network_Play","false",,1)
    controlTypePort1 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_1",,,1)
    controlTypePort2 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_2",,,1)
    controlTypePort3 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_3",,,1)
    controlTypePort4 := moduleIni.Read(romName . "|Controls", "Control_Type_Port_4",,,1)
    ;options to Gamecube and VBA Link
    enableVBALink := moduleIni.Read(romName, "enableVBALink", "false",,1)
    VBAExePath := moduleIni.Read("VBA Link", "VBAExePath",,,1)
    VBABiosPath := moduleIni.Read("VBA Link", "VBABiosPath",,,1)
    VBADelay := moduleIni.Read("VBA Link", "VBADelay", 500,,1)
    If (renderToMain = "true") {
        emuPrimaryWindow := new Window(new WindowTitle("Dolphin","wxWindowNR"))    ; instantiate primary emulator window object
        emuGameWindow := emuPrimaryWindow
    } Else {
        emuPrimaryWindow := new Window(new WindowTitle("Dolphin","wxWindowNR"))    ; instantiate primary emulator window object
        emuPrimaryWindow.ExcludeTitle := "FPS"    ; when main window doesn't have the game, FPS will not be on the title bar
        emuGameWindow := new Window(new WindowTitle("FPS","wxWindowNR"))
    }
    emuPrimaryWindow := new Window(new WindowTitle("Dolphin","wxWindowNR"))    ; instantiate primary emulator window object
    emuGameWindow := If renderToMain = "true" ? emuPrimaryWindow : new Window(new WindowTitle("FPS","wxWindowNR"))    ; Older dolphins used "FPS ahk_class wxWindowClassNR"
    emuScanningWindow := new Window(new WindowTitle("Scanning for ISOs","#32770"))
    emuNetPlaySetupWindow := new Window(new WindowTitle("Dolphin NetPlay Setup","wxWindowNR"))
    emuNetPlayWindow := new Window(new WindowTitle("Dolphin NetPlay","wxWindowNR"))
    emuWiimoteWindow := new Window(new WindowTitle("Dolphin Controller Configuration","#32770"))
    emuOpenROMWindow := new Window(new WindowTitle("Select","#32770"))
    emuErrorWindow1 := new Window(new WindowTitle("Warning","#32770"))
    emuErrorWindow2 := new Window(new WindowTitle("Error","#32770"))
    emuWiimoteWindow.CreateControl("OK")
    ; Determine where Dolphin is storing its ini, this will act as the base folder for settings and profiles related to this emu
    dolphinININewPath := new File(A_MyDocuments . "\Dolphin Emulator\Config\Dolphin.ini")    ; location of Dolphin.ini for v4.0+
    dolphinINIOldPath := new File(emuPath . "\User\Config\Dolphin.ini")    ; location of Dolphin.ini prior to v4.0
    portableTxtFile := new File(emuPath . "\portable.txt")
    If (!portableTxtFile.Exist() && dolphinININewPath.Exist())
    {    dolphinBasePath := A_MyDocuments . "\Dolphin Emulator"
        RLLog.Info("Module - Dolphin's base settings folder is not portable and found in: " . dolphinBasePath)
    } Else If (portableTxtFile.Exist() || dolphinINIOldPath.Exist())
    {    dolphinBasePath := emuPath . "\User"
        RLLog.Info("Module - Dolphin's base settings folder is portable and found in: " . dolphinBasePath)
    } Else
        ScriptError("Could not find your Dolphin.ini in either of these folders. Please run Dolphin manually first to create it.`n" . dolphinINIOldPath.FileFullPath . "`n" . dolphinININewPath.FileFullPath)
    dolphinINI := new IniFile(dolphinBasePath . "\Config\Dolphin.ini")
    If (enableVBALink = "true"){
        VBAExePath := AbsoluteFromRelative(EmuPath, VBAExePath)
        VBABiosPath := AbsoluteFromRelative(EmuPath, VBABiosPath)
        StringUtils.SplitPath(VBAExePath, VBAFile, VBAPath)
        SelectedNumberofPlayers := NumberOfPlayersSelectionMenu(4)
        If (SelectedNumberofPlayers = 1) {
            enableVBALink := "false"
        } Else {
            ; backup original ini
            dolphinINIBackup := new File(dolphinBasePath . "\Config\Dolphin_Backup.ini")
            dolphinINI.Copy(dolphinINIBackup.FileFullPath)
            Loop, % SelectedNumberofPlayers
            {     tempCount := A_Index-1
                dolphinINI.Write(5, "Controls", PadType%tempCount%)
            }
        }
    }
    If (enableVBALink = "true")
        BezelStart(SelectedNumberofPlayers+1)
    Else
        BezelStart()
    If (enableVBALink = "true" and !bezelPath)   ; disabling fullscreen if VBA Link mode
        Fullscreen := "false"
    If (renderToMain = "true" && (enableVBALink = "true" || bezelEnabled = "true")) {   ; disabling toolbar and statusbar if bezels or vba link is used as it will show when rendering to the main window
        dolphinINI.Write("False", "Interface", "ShowToolbar")
        dolphinINI.Write("False", "Interface", "ShowStatusbar")
    }
    If (renderToMain = "true")
        hideEmuObj := Object(emuScanningWindow,0,emuNetPlayWindow,0,emuNetPlaySetupWindow,0,emuErrorWindow1,0,emuErrorWindow2,0,emuGameWindow,1)
    Else
        hideEmuObj := Object(emuScanningWindow,0,emuNetPlayWindow,0,emuNetPlaySetupWindow,0,emuErrorWindow1,0,emuErrorWindow2,0,emuPrimaryWindow,0,emuGameWindow,1)
    ; Set control types in each port
    dolphinDevice := 0
    Loop 4 {
        If controlTypePort%A_Index%
            dolphinINI.Write(controlTypePort%A_Index%, "Core", "SIDevice" . dolphinDevice)
        dolphinDevice++
    }
    7z(romPath, romName, romExtension, sevenZExtractPath)
    If StringUtils.Contains(romExtension,"\.zip|\.7z|\.rar")
        ScriptError(MEmu . " does not support compressed roms. Please enable 7z support in RocketLauncherUI to use this module/emu.")
    If RefreshKey {
        RefreshKey := xHotKeyVarEdit(RefreshKey,"RefreshKey","~","Add")
        xHotKeywrapper(RefreshKey,"RefreshWiimote")
    }
    Fullscreen := If Fullscreen = "true" ? "True" : "False"
    HideMouse := If HideMouse = "true" ? "True" : "False"
    networkSession := ""
    If (enableNetworkPlay = "true") {
        RLLog.Info("Module - Network Multi-Player is an available option for " . dbName)
        dolphinNickname := dolphinINI.Read("NetPlay", "Nickname")
        dolphinAddress := dolphinINI.Read("NetPlay", "Address")
        dolphinCPort := dolphinINI.Read("NetPlay", "ConnectPort")
        dolphinHPort := dolphinINI.Read("NetPlay", "HostPort")
        netplayNickname := moduleIni.Read("Network", "NetPlay_Nickname","Player",,1)
        getWANIP := moduleIni.Read("Network", "Get_WAN_IP","false",,1)
        networkPlayers := 4    ; Max amount of networkable players
        If (getWANIP = "true")
            myPublicIP := GetPublicIP()
        defaultServerIP := moduleIni.Read("Network", "Default_Server_IP", myPublicIP,,1)
        defaultServerPort := moduleIni.Read("Network", "Default_Server_Port",,,1)
        lastIP := moduleIni.Read("Network", "Last_IP", defaultServerIP,,1)    ; does not need to be on the ISD
        lastPort := moduleIni.Read("Network", "Last_Port", defaultServerPort,,1)    ; does not need to be on the ISD
        If (netplayNickname != dolphinNickname)
            dolphinINI.Write(netplayNickname, "NetPlay", "Nickname")
        MultiplayerMenu(lastIP,lastPort,networkType,networkPlayers,0)
        If networkSession {
            RLLog.Info("Module - Using a Network for " . dbName)
            restoreIniObject := Object()    ; initialize object
            currentObj := ""
            dolphinConfigPath := dolphinBasePath . "\Config"
            Loop, % dolphinConfigPath . "\*.ini"
            {
                If StringUtils.InStr(A_LoopFileName, "_netplay.ini",,,,0) {
                    RLLog.Info("Module - Found a network specific ini: " . A_LoopFileFullPath)
                    networkIni%A_Index%File := new File(A_LoopFileFullPath)
                    originalIni%A_Index%File := new File(StringUtils.RegExReplace(A_LoopFileFullPath, "_netplay",,,-1,15))
                    backupIni%A_Index%File := new File(originalIni%A_Index%File.FileFullPath . ".backup")
                    originalIni%A_Index%File.Move(backupIni%A_Index%File,1)    ; backup original ini
                    networkIni%A_Index%File.Copy(originalIni%A_Index%File)    ; copy network ini to original name
                }
            }
            
            moduleIni.Write(lastPort, "GlobalModuleIni", "Network", "Last_Port")
            If (networkType = "client") {
                moduleIni.Write(lastIP, "GlobalModuleIni", "Network", "Last_IP")    ; Save last used IP and Port for quicker launching next time
                dolphinINI.Write(lastIP, "Network", "Address")
                dolphinINI.Write(lastPort, "Network", "ConnectPort")
            } Else    ; server
                dolphinINI.Write(lastPort, "Network", "HostPort")
            dolphinINI.Write(romPath, "Network", "ISOPath0")    ; makes browser only show the one game we want to play
            dolphinINI.Write(1, "General", "ISOPaths")    ; makes browser only show the first path set
            dolphinINI.Write(romPath . "\" . romName . romExtension, "General", "LastFilename")
            RLLog.Info("Module - Starting a network session using the IP """ . networkIP . """ and PORT """ . networkPort . """")
        } Else
            RLLog.Info("Module - User chose Single Player mode for this session")
    }
    gcSerialPort := 5    ; this puts the BBA network adapter into the serial port. If previous launch was Triforce, AM-Baseboard would be set here and would result in Unknown DVD command errors
    ; Compare existing settings and if different than desired, write them to the emulator's ini
    dolphinINI.Write(Fullscreen, "Display", "Fullscreen", 1)
    dolphinINI.Write(renderToMain, "Display", "RenderToMain", 1)
    dolphinINI.Write(HideMouse, "Interface", "HideCursor", 1)
    dolphinINI.Write("False", "Interface", "ConfirmStop", 1)
    dolphinINI.Write("False", "Interface", "UsePanicHandlers", 1)
    dolphinINI.Write(gcSerialPort, "Core", "SerialPort1", 1)
     ; Load default or user specified Wiimote or GCPad profiles for launching
    If (StringUtils.InStr(systemName, "wii") && UseCustomWiimoteProfiles = "true")
        ChangeDolphinProfile("Wiimote")
    If (UseCustomGCPadProfiles = "true")
        ChangeDolphinProfile("GCPad")
    HideAppStart(hideEmuObj,hideEmu)
    If networkSession
        primaryExe.Run()    ; must be launched w/o /b for browser list to work
    Else
        primaryExe.Run(" -b -e """ . romPath . "\" . romName . romExtension . """")    ; -b = batch (exit dolphin with emu), -e = load file
    emuGameWindow.Wait()
    emuGameWindow.Get("ID")
    emuGameWindow.WaitActive()
    If networkSession {
        RLLog.Info("Module - Opening NetPlay window")
        ; Get the 6-letter ID of the game
        If (romExtension = ".wbfs")
            gameID := RLObject.readFileData(romPath . "\" . romName . romExtension,512,6,"UTF8")
        Else If (romExtension = ".iso")
            gameID := RLObject.readFileData(romPath . "\" . romName . romExtension,0,6,"UTF8")
        Else If (romExtension = ".ciso")
            gameID := RLObject.readFileData(romPath . "\" . romName . romExtension,32768,6,"UTF8")
        ; Must wait for Dolphin to finish scanning isos before netplay window can be opened so the game list is populated. Opening too early and the game list will be blank or partially filled.
        If emuScanningWindow.Exist()
            emuScanningWindow.WaitClose(60)    ; wait 60 seconds max. hopefully doesn't take longer than that to scan your isos...
        Else {
            errlvl := emuScanningWindow.Wait(5)    ; wait 5 seconds max to appear
            If errlvl
                RLLog.Info("Module - Timed out waiting for ""Scanning for ISOs"" window to appear. It may have finished before it could be detected, moving on.")
            Else
                RLLog.Info("Module - ""Scanning for ISOs"" window found.")
        }
        emuPrimaryWindow.MenuSelectItem("Tools", "Start NetPlay")
        matchMode := A_TitleMatchMode    ; store for restoration later
        MiscUtils.SetTitleMatchMode(3)    ; changes match mode so title must match exactly
        emuNetPlaySetupWindow.Wait()
        emuNetPlaySetupWindow.WaitActive()
        emuNetPlayWindow.ExcludeTitle := emuNetPlaySetupWindow.WinTitle.GetWIndowTitle()        ; set emuNetPlayWindow exclude title for the below command
        If (networkType = "client") {
            RLLog.Info("Module - Clicking Connect button")
            emuNetPlaySetupWindow.CreateControl("Button1")        ; instantiate new control for button1
            emuErrorWindow1.CreateControl("Button1")
            emuErrorWindow2.CreateControl("Button1")
            While !breakLoops {
                emuNetPlaySetupWindow.GetControl("button1").Click()    ; click connect button
                RLLog.Info("Module - Waiting for Host to start game")
                errlvl := emuNetPlayWindow.Wait(2)    ; waits 2 seconds
                If errlvl {    ; 1 if timed out, now check for any error windows and close them
                    Loop, 2        ; loop through both error windows
                        If emuErrorWindow%A_Index%.Exist()    ; error windows that can appear when host is not running yet
                            emuErrorWindow%A_Index%.GetControl("button1").Click()    ; click ok to clear the error
                    RLLog.Info("Module - Host not running yet, trying again")
                    Continue
                } Else {    ; window exists
                    RLLog.Info("Module - Connected to host, waiting for host to start game")
                    Break
                }
            }
        } Else {    ; server
            emuNetPlayWindow.CreateControl("ListBox1")    ; create a control called ListBox1
            emuNetPlayWindow.CreateControl("Button8")    ; create a control called Button8 (the Host's Start button)
            emuNetPlaySetupWindow.CreateControl("ListBox1")    ; create a control called ListBox1
            emuNetPlaySetupWindow.CreateControl("Button3")    ; create a control called Button3 (the Host button)
            emuNetPlaySetupWindow.GetControl("ListBox1").Get("List")    ; Get the text from the ListBox
            loopList := emuNetPlaySetupWindow.GetControl("ListBox1").List    ; can't use this object directly on the Parse Loop below
            Loop, Parse, loopList, `n
            {
                If StringUtils.InStr(A_Loopfield, gameID,,,,0) {
                    idLocation := A_Index    ; record the location in the ListBox of our game
                    RLLog.Info("Module - Game list shows """ . A_LoopField . """ as item " . A_Index)    ; logging each items in ListBox
                }
            }
            If !idLocation {    ; game was not found in list
                ScriptError("Could not find your """ . romName . """ in the game selection window for netplay. Possibly the gameID could not be found in your game. Please check your the RocketLauncher log and report this error.",,,,,1)
                Gosub, CloseProcess
                FadeInExit()
                Goto, CloseDolphin
            }
            emuNetPlaySetupWindow.GetControl("ListBox1").Control("Choose",idLocation)    ; selects our game in the ListBox
            RLLog.Info("Module - Clicking Host button")
            emuNetPlaySetupWindow.GetControl("Button3").Click()    ; click host button
            emuNetPlayWindow.Wait()    ; this window should now appear when hosted correctly
            RLLog.Info("Module - Waiting for " . networkPlayers . " players until the game is started")
            While !breakLoops {
                emuNetPlayWindow.GetControl("ListBox1").Get("List")    ; Get the text from the ListBox
                If StringUtils.InStr(emuNetPlayWindow.GetControl("ListBox1").List,"[" . networkPlayers . "]",,,,0) {
                    RLLog.Info("Module - All players have joined, starting game")
                    Break
                }
                TimerUtils.Sleep(100,0)
            }
            emuNetPlayWindow.GetControl("Button8").Click()    ; click Start button
        }
        MiscUtils.SetTitleMatchMode(matchMode)    ; restore old match mode
    }

    If (enableVBALink = "true") {
        vbaINI := new IniFile(VBAPath . "\vbam.ini")
        vbaINI.CheckFile()
        vbaINIBackup := new File(VBAPath . "\vbam_Backup.ini")
        vbaINI.Copy(vbaINIBackup.FileFullPath)
        ;removing fullscreen from VBA-M
        vbaINI.Write(0, "preferences", "fullScreen")
        ;setting other VBA-M ini options
        VBABiosPathDoubleSlash := StringUtils.Replace(VBABiosPath,"\","\\","all")
        vbaINI.Write(0, "preferences", "pauseWhenInactive")
        vbaINI.Write(VBABiosPathDoubleSlash, "GBA", "BiosFile")
        vbaINI.Write(1, "GBA", "LinkAuto")
        vbaINI.Write("127.0.0.1", "GBA", "LinkHost")
        vbaINI.Write(3, "GBA", "LinkType")
        vbaINI.Write(SelectedNumberofPlayers, "preferences", "LinkNumPlayers")
        vbaINI.Write(1, "preferences", "useBiosGBA")
        vbaINI.Write(1, "Display", "Stretch")
        vbaINI.Write(1, "Display", "Scale")
        
        ;running VBA-M
        Loop % SelectedNumberofPlayers {
            currentScreen := A_Index + 1
            VBA%currentScreen%Exe := new Process(VBAExePath)    ; instantiate a new process for each instance of VBA we need to run
            VBA%currentScreen%Exe.Run(" """ . VBABiosPath . """")
            ; msgbox % "PID: " . VBA%A_Index%Exe.PID . "`nVBABiosPath: " . VBABiosPath
            VBA%currentScreen%Window := new Window(new WindowTitle(,,,,VBA%currentScreen%Exe.PID))
            VBA%currentScreen%Window.Wait()
            TimerUtils.Sleep(VBADelay,0)
            bezelBottomOffsetScreen%currentScreen% := 24 ; to hide emu bottom bar
        }
        ;waiting for VBA-M windows bios loading
        timeout := A_TickCount
        VBAGBABiosWindow := new Window(new WindowTitle("gba_bios - VisualBoyAdvance-M"))
        Loop {    
            VBAGBABiosWindow.Get("List")    ; Get a list of all vba-m hwnd IDs
            If (VBAGBABiosWindow.List[0] = SelectedNumberofPlayers){
                Loop % VBAGBABiosWindow.List[0] {    ; loop through each vba-m window
                    currentScreen := A_Index + 1
                    Screen%currentScreen%ID := VBAGBABiosWindow.List[A_Index]    ; record each vba-m window's hwnd ID
                }
                RLLog.Info("Module - gba_bios Loaded")
                Break
            }
            If (timeout < A_TickCount - 10000) {
                RLLog.Warning("Module - Timed out waiting gba_bios to load")
                Break
            }
            TimerUtils.Sleep(100,0)
        }
        ;Resizing Windows to fill screen if no bezel file is found
        If !(bezelPath) {
            Loop % (SelectedNumberofPlayers + 1) {
                If (A_Index = 1) {    ; the main Dolphin window
                    X1 := 0
                    Y1 := 0
                    W1 := A_ScreenWidth//2
                    H1 := A_ScreenHeight
                    emuGameWindow.WinTitle.PID := ""    ; remove PID from object's WinTitle so only the window hwnd ID is acted upon
                    emuGameWindow.RemoveBorder()    
                    emuGameWindow.RemoveTitlebar()
                    emuGameWindow.ToggleMenu()
                    emuGameWindow.Move(X1,Y1,W1,H1)
                } Else {    ; the vba-m windows
                    X%A_Index% := A_ScreenWidth//2
                    Y%A_Index% := (A_Index-2)*(A_ScreenHeight//SelectedNumberofPlayers)
                    W%A_Index% := A_ScreenWidth//2
                    H%A_Index% := (A_ScreenHeight//SelectedNumberofPlayers)+bezelBottomOffsetScreen%A_Index%
                    VBA%A_Index%Window.WinTitle.ID := Screen%A_Index%ID    ; set ID of window into object
                    VBA%A_Index%Window.WinTitle.PID := ""    ; remove PID from object's WinTitle so only the window hwnd ID is acted upon
                    VBA%A_Index%Window.RemoveBorder()
                    VBA%A_Index%Window.RemoveTitlebar()
                    VBA%A_Index%Window.ToggleMenu()
                    VBA%A_Index%Window.Move(X%A_Index%,Y%A_Index%,W%A_Index%,H%A_Index%)
                }
            }
            TimerUtils.Sleep(50)
            Loop % SelectedNumberofPlayers {
                currentScreen := A_Index + 1
                VBA%currentScreen%Window.Activate()    ; put focus on all the VBA windows
            }
            VBA1Window.Activate()    ; put focus on the first VBA window
        }
    }
    BezelDraw()
    emuGameWindow.Activate()
    HideAppEnd(hideEmuObj,hideEmu)
    FadeInExit()
    primaryExe.Process("WaitClose")
    CloseDolphin:
    If networkSession {
        Loop {    
            If !IsObject(backupIni%A_Index%File)
                Break
            RLLog.Info("Module - Restoring the original ini: " . backupIni%A_Index%File.FileFullPath . " to " . originalIni%A_Index%File.FileFullPath)
            backupIni%A_Index%File.Move(originalIni%A_Index%File.FileFullPath,1)        ; restore all backed up inis
        }
    }
    7zCleanUp()
    BezelExit()
    FadeOutExit()
    ExitModule()

    ChangeDolphinProfile(profileType) {
        Global settingsFile,romName,dolphinBasePath,RLLog,moduleIni
        profile := moduleIni.Read(romName, "profile", "Default",,1)
        RLProfilePath := new Folder(dolphinBasePath . "\Config\Profiles\" . profileType . " (RL)")
        currentProfileFile := new File(dolphinBasePath . "\Config\" . profileType . "New.ini")
        defaultProfileFile := new File(RLProfilePath.FilePath . "\_Default_" . profileType . "New.ini")
        customProfileFile := new File(RLProfilePath.FilePath . "\" . profile . ".ini")
        If !currentProfileFile.Exist() {
            RLLog.Warning("Module - You have custom " . profileType . " profiles enabled, but could not locate " . currentProfileFile.FileFullPath . ". This file stores all your current controls in Dolphin. Please setup your controls in Dolphin first.")
            Return
        }
        If !defaultProfileFile.Exist() {
            RLLog.Warning("Module - Creating initial Default " . profileType . " profile by copying " . profileType . ".ini to " . defaultProfileFile.FileFullPath)
            RLProfilePath.CreateDir()
            currentProfileFile.Copy(defaultProfileFile.FileFullPath)    ; create the initial default profile on first launch
        }
        If (profile != "Default" && !customProfileFile.Exist())
            RLLog.Warning("Module - " . romName . " is set to load a custom " . profileType . " profile`, but it could not be found: " . customProfileFile.FileFullPath)
        currentProfileFile.Read()    ; read current profile into memory
        customProfileFile.Read()    ; read custom profile into memory
        If (currentProfileFile.Text != customProfileFile.Text) {    ; if both profiles do not match exactly
            RLLog.Info("Module - Current " . profileType . " profile does not match the one this game should use.")
            If (profile != "Default") {    ; if user set to use a custom profile
                RLLog.Info("Module - Copying this defined " . profileType . " profile to replace the current one: " . customProfileFile.FileFullPath)
                customProfileFile.Copy(currentProfileFile.FileFullPath,1)
            } Else {    ; load default profile
                RLLog.Info("Module - Copying the default " . profileType . " profile to replace the current one: " . defaultProfileFile.FileFullPath)
                defaultProfileFile.Copy(currentProfileFile.FileFullPath,1)
            }
        } Else
            RLLog.Info("Module - Current " . profileType . " profile is already the correct one for this game, not touching it.")
    }
    ConnectWiimote(key) {
        Global Timeout,emuPrimaryWindow,emuGameWindow,emuWiimoteWindow
        If !emuWiimoteWindow.Exist()
        {
            MiscUtils.DetectHiddenWindows("OFF") ; this needs to be off otherwise WinMenuSelectItem doesn't work for some odd reason
            emuPrimaryWindow.Activate()
            emuPrimaryWindow.MenuSelectItem("Options","Controller Settings")
            emuWiimoteWindow.Wait()
            emuWiimoteWindow.WaitActive()
        }
        ;emuWiimoteWindow.Activate() ; test if window needs to be active
        If !emuWiimoteWindow.GetControl(key)
            emuWiimoteWindow.CreateControl(key)
        emuWiimoteWindow.GetControl(key).Click()
        emuWiimoteWindow.GetControl("OK").Click()
        emuGameWindow.Activate()
    }
    PairWiimote:
        ConnectWiimote("Pair Up")
    Return
    RefreshWiimote:
        ConnectWiimote("Refresh")
    Return
    HaltEmu:
        If RefreshKey
            XHotKeywrapper(RefreshKey,"RefreshWiimote","OFF")
    Return
    MultiGame:
        ; MultiGame doesn't work with Dolphin currently because Dolphin hides itself from Winspector Spy and cannot send any commands to the emulator through scripts.
        If (fullscreen = "True")
        {    KeyUtils.SetKeyDelay(50)
            KeyUtils.Send("{Alt Down}{Enter Down}{Enter Up}{Alt Up}")    ; go windowed to get the menubar
        }
        If bezelEnabled
            emuGameWindow.ToggleMenu()    ; put the menubar back
        ; emuPrimaryWindow.MenuSelectItem("File","Change Disc...")
        emuPrimaryWindow.MessageUtils.PostMessage("0x111", "00288")    ; Change Disc
        OpenROM(emuOpenROMWindow.WinTitle.GetWindowTitle(), selectedRom)
        emuPrimaryWindow.WaitActive()
        If bezelEnabled
            emuGameWindow.ToggleMenu()    ; remove the menubar again
        If (fullscreen = "True")
            KeyUtils.Send("{Alt Down}{Enter Down}{Enter Up}{Alt Up}")    ; restore fullscreen
    Return
    RestoreEmu:
        If RefreshKey
            XHotKeywrapper(RefreshKey,"RefreshWiimote","ON")
    Return
    CloseProcess:
        breakLoops := 1
        FadeOutStart()
        If (enableVBALink = "true") {
            Loop % SelectedNumberofPlayers
            {    currentScreen := A_Index + 1
                ;VBA%currentScreen%Window.Activate()
                VBA%currentScreen%Window.Close()
                TimerUtils.Sleep(100,0)
            }
            dolphinINIBackup.Move(dolphinINI.FileFullPath)
            vbaINIBackup.Move(vbaINI,1)
        }
        If networkSession {
            If emuNetPlaySetupWindow.Exist()
                emuNetPlaySetupWindow.Close()
            If emuNetPlayWindow.Exist()
                emuNetPlayWindow.Close()
            If !emuGameWindow.Exist()    ; if game never launched, close the main emu window
                emuPrimaryWindow.Close()
        }
        If emuGameWindow.Exist()
            emuGameWindow.Close() ; this needs to close the window the game is running in otherwise dolphin crashes on exit
    Return
    ; Unused messages for reference from Dolphin v4.0 build 6980 x64:
    ; emuPrimaryWindow.PostMessage("0x111", "0261")        ; Toggle Fullscreen
    ; emuPrimaryWindow.PostMessage("0x111", "0258")        ; Toggle Play/Pause
    ; emuPrimaryWindow.PostMessage("0x111", "0259")        ; Stop
    ; emuPrimaryWindow.PostMessage("0x111", "0260")        ; Reset
    ; emuPrimaryWindow.PostMessage("0x111", "00539")    ; Show Toolbar
    ; emuPrimaryWindow.PostMessage("0x111", "00540")    ; Show Statusbar
    ; emuPrimaryWindow.PostMessage("0x111", "05123")    ; Refresh List
    ; emuPrimaryWindow.PostMessage("0x111", "0305")        ; Change Disc
    ; emuPrimaryWindow.PostMessage("0x111", "00218")    ; Load State Slot 1
    ; emuPrimaryWindow.PostMessage("0x111", "00227")    ; Load State Slot 10
    ; emuPrimaryWindow.PostMessage("0x111", "00208")    ; Save State Slot 1
    ; emuPrimaryWindow.PostMessage("0x111", "00217")    ; Save State Slot 10
    ; emuPrimaryWindow.PostMessage("0x111", "00303")    ; Start Netplay
    ; emuPrimaryWindow.PostMessage("0x111", "05000")    ; Open
    ; Unused messages for reference from Dolphin v4.0.2 x86:
    ; emuPrimaryWindow.PostMessage("0x111", "00248")    ; Toggle Fullscreen
    ; emuPrimaryWindow.PostMessage("0x111", "00245")    ; Toggle Play/Pause
    ; emuPrimaryWindow.PostMessage("0x111", "00246")    ; Stop
    ; emuPrimaryWindow.PostMessage("0x111", "00247")    ; Reset
    ; emuPrimaryWindow.PostMessage("0x111", "00501")    ; Show Toolbar
    ; emuPrimaryWindow.PostMessage("0x111", "00502")    ; Show Statusbar
    ; emuPrimaryWindow.PostMessage("0x111", "00217")    ; Load State Slot 1
    ; emuPrimaryWindow.PostMessage("0x111", "00226")    ; Load State Slot 10
    ; emuPrimaryWindow.PostMessage("0x111", "00207")    ; Save State Slot 1
    ; emuPrimaryWindow.PostMessage("0x111", "00216")    ; Save State Slot 10
    ; emuPrimaryWindow.PostMessage("0x111", "00286")    ; Start Netplay
    ; emuPrimaryWindow.PostMessage("0x111", "05000")    ; Open
    ; emuPrimaryWindow.PostMessage("0x111", "05006")    ; Exit
     

    Compilation de shader asynchrone (éviter le temps de compilation du shader)
    Encodeur/décodeur de texture DX11 de Galop (améliore le décodage de texture spécialement EFB vers RAM)
    Chargeur de sommets pré-compilé et décodage de sommets optimisé à l'aide de SSSE3 et SSE4
    Prise en charge de Dolpby Pro Logic II pour xaudio et openal
    Résolutions internes plus grandes (IRx6) pour permettre les jeux 4K
    Améliorations des textures personnalisées pour permettre le chargement direct de textures compressées, y compris les mipmaps
    DSP - Option Time Streching (Améliore la sortie sonore pour éviter les sauts de son sur les machines lentes)
    Prise en charge de DX9 pour les anciennes machines
    Interface de post-traitement modifiée pour prendre en charge :
    -Plusieurs étapes permettant des effets plus complexes.
    -Profondeur et gamma natif en entrées.
    -DX11/DX12.
    -Version personnalisée de DolphinFX qui fonctionne sous dx11 et ogl
    -SSAO et DOF.
    -Prise en charge de la mise à l'échelle des textures
    -Bump Mapping avec des propriétés de matériaux avancées 
    -Phong Réflexion spéculaire pour améliorer la qualité de l'éclairage
    -Cartographie de tessellation et de déplacement 
    -Éclairage de jante 
    -Génération automatique de bosses pour améliorer l'éclairage avec la prise en charge des cartes cubiques env
    -Cache de l'UID du shader :
              
    Les uids de shader identifient les différents shaders dont les jeux ont besoin pour restituer les graphiques, comme on le sait, la génération de shader est lente
                    et provoque un bégaiement la première fois que vous jouez à un jeu ou lorsque la version de Dolphin change.
                    L'utilisation des caches UID permet à un utilisateur ayant déjà joué au jeu de partager les informations du shader,
                    permettant ainsi aux autres utilisateurs de profiter du jeu sans bégayer.
    Pour les utiliser, demandez simplement les fichiers à un ami ayant déjà joué au jeu.
    Ensuite, placez simplement le dossier des fichiers [UserFolder]\Cache\ShadersUIDS et activez l'option "Compile Shaders On Startup" dans l'onglet graphique avancé.

    Autres fonctionnalités
    Compilation de shaders multithread
    Mise en œuvre précoce de tests approfondis pour corriger les problèmes associés et augmenter les performances
    L'option Fast-Depth contrôle désormais l'utilisation ou non de l'émulation z précoce précise, donc l'activation de la profondeur rapide donnera un boost de vitesse dans certains systèmes.
    Accès EFB rapide. Implémentez le cache d'accès EFB global pour réduire les blocages du GPU causés par l'accès du CPU à l'efb (cette option est l'onglet Hack dans les options Gfx)
    Réorganisation du chemin de génération de shader pour améliorer les performances
    Implémentation du support 3D pour le rendu 3D côte à côte/TopBottom
    De nombreuses corrections de bugs anciens de DX9 (ZComploc, émulation Tev, etc.)
    Autres correctifs et petites améliorations.

    1117(f0dd960b5) :
    Fusionnez la prise en charge de plusieurs dossiers de textures à partir du maître.

    Configuration
    [ *] Full Async Shader = Aucun ralentissement causé par la compilation des shaders. -> Conditions requises : CPU faible (problèmes possibles)
    Options DSP - Time streching
    Activer l'étirement du son pour éviter les crépitements dus à la lenteur du VPS dans l'émulation.
    Cela introduira une certaine latence.

    This Version complements Official Dolphin-Master giving support for legacy devices, and reducing cpu usage on the graphic thread.
    The focus is the gaming experience and speed.

    Please test the new versions will be appreciated, and not forget comment if Ishiiruka was usefull for you.
    Thank you. Have Happy Gamming and Enjoy!.

    [color=#1D2654]Tino[/color]

    [color=#FF0000]LAST UPDATE 2020-08-23[/color]

    http://i.imgur.com/xzQoR66.png?1 [color=#1D2654]Important Features[/color]
    Async shader compilation (Avoiding shader compilation time) Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM) Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4 Dolpby Pro Logic II support for xaudio and openal Larger internal resolutions (IRx6) to allow 4k gaming Custom Texture improvements to allow direct compressed texture loading including mipmaps DSP - Time Streching Option (Improve sound output to avoid sound skipping on slow machines) DX9 support for old machines Modified Post Procesing interface to support: -Multiple Stages allowing more complex effects. -Depth and native gamma as inputs. -DX11/DX12. -Custom version of DolphinFX that work under dx11 and ogl -SSAO and DOF. -Texure Scaling Support -Bump Mapping with advanced material properties (1) -Phong Specular reflection to improve ligthing quality(1) -Tessellation and Displacement Mapping(1) -Rim Lighting(1) -Bump auto generation to improve ligthingwith support for env cubemaps -Shader uid cache:           * Shader uids identify the diferent shaders that games need to render graphics, as is known shader generation is slow
                      and causes stutering the first time you play a game or when dolphin version changes.
                      Using the uid caches allow an user that already played the game to share the shader information,
                      allowing other users to enjoy gaming without stutering.
              * To use them just ask for the files from a friend that already played the game.
              * Then just put the files  [UserFolder]\Cache\ShadersUIDS folder and Enable The "Compile Shaders On Startup" option in the Advanced Graphic Tab
    ((1)For more info see post #3)

    [color=#1D2654]Other Features[/color]
    Multithreaded Shader Compilation Early depth test implementation to correct related issues and increase performance Fast-Depth option now control the use or not of the accurate early z emulation so enabling fast depth will give a speed boos in some systems Fast EFB Access. Implement global EFB Access Cache to reduce GPU stalls caused by CPU access to the efb (This option is Hack Tab in Gfx Options) Shader generation Path reorganization to improve performance Implemented 3d support for Side by side/TopBottom 3d rendering Many DX9 old bugs fixes (ZComploc, Tev emulation, etc) Others fixes and little improves.
    [color=#30543D]DOWNLOAD[/color]

    Downloads
    https://bit.ly/3qcNiA7
    https://bit.ly/3smg1Fw
    https://bit.ly/3pdpigZ
     
     
  3. CONSOLE DE JEUX Type de produit : PRELOADED_ELECTRONIC_GAME Marque: SNK Console Retro Neo Geo Mini - Edition Limitée de Noël
     
       
        Neo·Geo. Ce nom mythique résonne encore pour tout passionné comme synonyme de plaisir, de bonheur, de qualité, mais aussi de frustration (de ne pas avoir pu se l'offrir). Plus de 30 ans après sa première apparition, « La Rolls-Royce des consoles » comme la surnommait la presse spécialisée française, a suscité plus de convoitise qu'aucune autre et hante encore bon nombre d'esprits. Cette dénomination traduisait une réalité et cristallisait un rêve qui à l'époque semblait illusoire, celui d'amener sans compromis l'arcade à la maison.  
     
     
      SNK Neo Geo Arcade Stick Pro, 20 jeux rétro NEOGEO sous licence officielle préchargés, Prise en charge de la console Neo Geo Pocket sortie HDMI  
       
     
    Neo Geo Patent
      NEO GEO Anthologie Version Luxe - Pro-Gear Edition
       
     
     
       
     
    Ecran TFT 3,5 pouces (env.8,9cm), 4:3 Alimentation via câble USB type C (Adaptateur secteur non fourni) Sortie Vidéo HDMI "Mini" (Non fourni) Sortie Audio "jack" 1,5mm Pads 6 boutons Neo Geo Mini USB Type C (vendus séparéments) Livré dans le pack Neo Geo Mini International : La console Neo Geo Mini et ses 40 jeux, Un câble d'alimentation USB (1,5m), x2 Stickers Personnages SNK, x1 Sticker Logo NEO·GEO SNK Console Neo Geo Mini Edition Internationale 40 Jeux Inclus
     
     
       
     
     
     
     
    MVS Mini Borne Arcade - SNK, Une Mini au design de la célèbre machine d'arcade SNK NEO GEO MVS 45 jeux rétro Arcade Neo Geo parmi les plus populaires sont inclus La baston sera à l'honneur avec les fameuses séries King Of Fighters, Samurai Shodown ou Fatal Fury, Mais aussi les incontournables Metal Slug Un design rétro et compact avec un stick et 4 boutons plus Select et Start, sortie HDMI et 2 ports manettes intégrés en USB type C Alimentation via port USB C (cable inclus), Hauts parleurs intégrés à la borne ainsi qu'une prise casque 3.5mm Stereo type Jack Manette pour MVS Mini compatible Neo Geo Mini - SNK  
     
    NEOGEO: A VISUAL HISTORY ネオジオ~目で楽しむ軌跡~For a brief few years in the early 1990s, the NEOGEO was the pinnacle of video gaming. An elite, exclusive console that didn't just emulate the arcade experience, as so many 8 and 16-bit consoles tried to do. It was the arcade experience, pixel for pixel, on your TV at home. Born in the days before polygons, the NEOGEO was a staunchly 2D system that gave birth to some of gaming's most iconic franchises such as Fatal Fury, The King of Fighters, Samurai Shodown and, of course, Metal Slug.  
    NEOGEO: A Visual History is the first officially licensed NEOGEO art book of its kind to be released in the English language. A pictorial celebration of all things NEOGEO, it's crammed full of beautiful images split into dedicated chapters, including Hardware, Box Art, Character and Concept Art, and Pixel Art. This imagery has been collated and photographed from all over the world, then handpicked to appear in this unique and exclusive volume.
    NEOGEO: A Visual History also features official interviews with key staff integral to the NEOGEO's history, including producer Yasuyuki Oda, artist Tatsuhiko Kanaoka (Falcoon) and composer Hideki Asanaka (sha-v).
    The book weighs in at a healthy 400 pages in length, A4 in size, and is available in hardback only. Metallic gold ink is used throughout and the binding employs thread rather than glue, so it will be much more durable and can open flat, minimising imagery lost in the binding. Produced using the very best in print techniques, it will happily grace any gamer's coffee table.
    NEOGEO: A Visual History promises to be a real collector's item for all fans of the NEOGEO system and of classic gaming in general. It provides a fascinating insight into the world of the mystical NEOGEO console – something that was so unobtainable for many of us back in the '90s.
    About the publisher:
    Bitmap Books work with the world's most experienced writers, designers and gaming experts to create meticulously researched, visually ambitious retro gaming books. As a design-led publisher, visual quality matters to us. We don’t just obsessively pursue the best printing quality currently available. We want to constantly push the envelope when it comes to expectations about printing techniques.
     
    NEOGEO Mini Arcade édition Internationale
    40 Jeux SNK Classiques Préinstallés: The King of The Fighters / Metal Slug, etc., Écran LCD 3,5” Clair Intégré/HDMI/2 Ports Gamepad/Cadeaux [SNK Authorised]
    🎮【40 Jeux SNK Neogeo Préinstallés】: Neogeo Mini International intègre 40 chefs - d'œuvre de jeu Neogeo tels que [King Of Fighters], [Samurai Shodown], [Fatal Fury] and [Metal Slug]. 🎮【Léger et Portable】: le Neogeo Mini est assez petit pour tenir dans la paume de votre main (taille: W135mm x D108mm x H162mm). Avec un poids total de 390 grammes et une alimentation USB (Type-C), vous pouvez utiliser une alimentation portable où que vous soyez. 🎮 【Plug and Play】: Aucune installation compliquée ou connexion Internet n'est requise, et aucune carte et bande ne doivent être insérées. Facile à installer et à utiliser. 🎮【Prise en charge de la sortie HDMI et de la connexion au Contrôleur externe】: Le neo GEO Mini international dispose d'un port HDMI, de 2 connexions au Contrôleur externe et d'une prise casque. Le Neo Nego Mini peut être connecté à un téléviseur via une entrée HDMI. La manette de Jeu Neo GEO et le câble HDMI sont vendus séparément et ne sont pas inclus dans l'emballage du NEO GEO Mini international. 🎮 【Fonction de chargement / sauvegarde instantanée intégrée】: Neo GEO Mini international dispose d'une fonction de chargement / sauvegarde instantanée intégrée. Vous pouvez enregistrer votre progression de jeu actuelle ou charger un profil précédent dans le menu. Sur [Neogeo] Mini international, vous pouvez jouer n'importe où, facilement et avec plaisir.  
     
       
       
       
       
       
    VISCO Mini Arcade Bartop
    Le Mini Bartop Arcade VISCO contient 12 jeux préinstallés, une collection de grands classiques du célèbre studio Japonais ayant fait les beaux jours de la Neo Geo SNK et des salles d’Arcade pendant une des plus glorieuse époque de l’histoire des jeux vidéo ! Découvrez ou rejouez au shoot’em Up mythique Andro Dunos, L’éternel Ganryu, l’inimitable Breaker’s Revenge ou encore Neo Drift Out et Captain Tomaday il y en a pour tous les goûts et pour de longues heures de jeu « vintage » ! Il est équipé d’un écran HD LCD de 8 pouces (20cm), d’un panel Stick + 4 boutons aux normes standards de l’Arcade, d’un port USB, d’une sortie HDMI et d’une sortie audio stéréo. Il supporte le jeu à 2 joueurs grâce à son port USB pour connecter une manette en plus. C’est plus amusant de partager votre expérience de jeu avec votre famille ou vos amis. Un design soigné et fidèle à l’esprit rétro qui rend hommage aux licences Visco des années 90. Conçu et fabriqué par les créateurs du déjà célèbre Bartop MVSX de SNK  
    36
  4. 24
  5. For my personal use. Use it if you like it.
    29
  6. Hello everyone, I am starting this project in order to get something rolling on a good quality set of GC discs.

    Set Credits:    
    JSinn - Project Lead [Template designer, Source collector, Rebuilder]
    dionymnia - Rebuilder
    EIDesign - Source Cleaner
    Suhrvivor - Template designer
    xALPHAxOMGEAx - Source collector
    SeanDyer87 - Source collector
    Agent47 - Source collector
    PeeWii - Source collector
    TonesMalone - Source collector
    gigapig - Source donor
    Iggy - Source donor
    Jolasveinn - Source donor
    Tomkun - Japanese translation
    JayC - HyperVault
    hErTz - Project Motivator
     
    This was a project that has been on hold for a while so thought it’s worth living here being such a great deal of effort has been put in

    Project topic here.
     
    1,365
  7. Hello friends, after many months of work I have finished this pack dedicated to GameCube.
    Although most of the themes have already been published individually, now I have created this pack where all the final versions are,
    where I have removed any saw effect that I have, I have incorporated the logos of the manufacturers, I have modified some backgrounds and in some remade the theme completely.
    I hope you like it and enjoy it. Next I detail the content of the pack :
    GameCube System Theme + Transition System + Wheel System
    Gamecube Default Theme
    GameCube Pointer
    Gamecube Letters
    GameCube Game Wheels
    GameCube DVD Boxes
    GameCube Game Themes:
    007 - Everything or Nothing
    4x4 Evo 2
    18 Wheeler - American Pro Trucker
    1080 Avalanche
    Aggressive Inline
    Alien Hominid
    Amazing Island
    American Chopper 2 - Full Throttle
    Animal Crossing
    Animaniacs - The Great Edgar Hunt
    Ant Bully, The
    Aquaman - Battle for Atlantis
    Army Men - Air Combat - The Elite Missions
    Army Men - RTS
    Army Men - Sarge's War
    Asterix & Obelix XXL
    ATV - Quad Power Racing 2
    Auto Modellista
    Avatar - The Last Airbender
    Backyard Football
    Bad Boys - Miami Takedown
    Baldur's Gate - Dark Alliance
    Baten Kaitos - Eternal Wings and the Lost Ocean (Disc 1)
    Baten Kaitos - Eternal Wings and the Lost Ocean (Disc 2)
    Batman - Dark Tomorrow
    Batman - Rise of Sin Tzu
    Batman - Vengeance
    Batman Begins
    Battalion Wars
    Battle Stadium D.O.N
    Beach Spikers - Virtua Beach Volleyball
    Beyblade VForce - Super Tournament Battle
    Beyond Good & Evil
    Big Air Freestyle
    Big Mutha Truckers
    Billy Hatcher and the Giant Egg
    Bionicle
    BloodRayne
    Capcom vs. SNK 2 EO - Mark of the Millennium 2001
    Dakar 2 - The World's Ultimate Rally
    Dragon's Lair 3D - Return to the Lair
    Enter the Matrix (Disc 1)
    Enter the Matrix (Disc 2)
    Fantastic 4
    Final Fantasy - Crystal Chronicles
    FireBlade
    Freestyle Street Soccer
    Frogger Beyond
    Future Tactics - The Uprising
    F-Zero GX
    Gauntlet - Dark Legacy
    Geist
    Hot Wheels - World Race
    King Arthur
    Legend of Zelda, The - Collector's Edition
    Legend of Zelda, The - The Wind Waker
    Legends of Wrestling
    Legends of Wrestling II
    Luigi's Mansion
    Mario Golf - Toadstool Tour
    Mario Kart - Double Dash!!
    Medal of Honor - Frontline
    Metroid Prime
    Mortal Kombat - Deception
    Nintendo Puzzle Collection
    Pac-Man World Rally
    Paper Mario - The Thousand-Year Door
    If someone wants a theme that is not in the pack you can write me and I will create it, if you like my work click mushroom, Thank You
    2,138
  8. Letter Pack for Nintendo Gamecube, 2 sets, with and without Gamecube logo.
    511
  9. Set of 574 Nintendo GameCube 2D boxes with reflections added and reformatted to be aspect-correct in 16:9 widescreen setups. The boxes themselves are sourced from other 2D box sets. This set matches HyperList as of December 2017, but does not include images for games marked as prototypes, unlicensed, or non-English games.
    91
  10. My Nintendo Game Cube Pack.
    This Pack contain:
    -Nintendo Game Cube.XML  (627 Games)
    -Nintendo Game Cube Main Theme (16:9)
    -Nintendo Game Cube Main Video
    -Nintendo Game Cube Default Theme (16:9)
    -Artwork3 (DVD Box)
    -Artwork4 (DVD)
    -Setting  file (..\Settings\Nintendo Game Cube\..)
     
    Preview:
     
    3,376
  11. 638 games total, 100% of the GameCube HyperList database.
    Set Credits:
    @JSinn: Project Lead (Source cleaner/maker)
    @xALPHAxOMEGAx: Source collector
    @SeanDyer87: Source collector
    @32assassin: Source donor
    @brolly: Source donor

    This is a 2D set without the case (sleeve back only).
    Note: Images will need to be scaled down for current HS use.
     
    Check out the original thread -> http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-cases-2d3danimated-sets-hqhires/page-1
    Stop by to say hi, thanks, or even hit that like button. 
    637
  12. bordered gamecube wheel pack 
    254
  13. Added to HyperBase on 8/11/2016 - Circo
     
    638 games total, 100% of the GameCube HyperList database.
     
    Set Credits:
    @JSinn: Project Lead (Source cleaner/maker and Template designer)
    @xALPHAxOMEGAx: Source collector
    @SeanDyer87: Source collector
    @32assassin: Source donor
    @brolly: Source donor
    @Tomkun: Japanese translation
     


    Box set video preview (boxes are scaled down at 55%). 
    Note: Images will need to be scaled down for current HS use.
     
    Check out the original thread -> http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-cases-2d3danimated-sets-hqhires/page-1
    Stop by to say hi, thanks, or even hit that like button.
    1,686
  14. Are you tired of low quality media?
     
    Are you you looking for an accurate box set?
     
    Look no further my fellow HyperSpinners!
     
    638 games total, 100% of the GameCube HyperList database.
     
    Set Credits:
    @JSinn: Project Lead (Source cleaner/maker and Template designer)
    @xALPHAxOMEGAx: Source collector
    @SeanDyer87: Source collector
    @32assassin: Source donor
    @brolly: Source donor
    @Tomkun: Japanese translation
     


    Box set video preview. 
    Note: Images will need to be scaled down for current HS use.
     
    Check out the original thread -> http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1
    Stop by to say hi, thanks, or even hit that like button.
    7,163
  15. Added to HyperBase on 8/11/2016 - Circo
     
    638 games total, 100% of the GameCube HyperList database.
     
    Set Credits:
    @JSinn: Project Lead (Source cleaner/maker and Template designer)
    @xALPHAxOMEGAx: Source collector
    @SeanDyer87: Source collector
    @32assassin: Source donor
    @brolly: Source donor
    @Tomkun: Japanese translation
     
    This is a 2D set without the case (sleeve front only).
     
    Note: Images will need to be scaled down for current HS use.
     
    Check out the original thread -> http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-cases-2d3danimated-sets-hqhires/page-1
    Stop by to say hi, thanks, or even hit that like button.
    821
  16. Hi Guys,
     
    After looking at the FTP sites, etc. there were 40 Gamecube CD images I could not find (most of them, obscure Japanese titles). From looking in Hypervault, Google, e-bay, etc, I've found the best set of source art for the missing games that I could and have created the missing set (40 images in total). The available source images for these games ranged in quality from mediocre to horrible, so the resulting images are mostly low quality. However, until a better set comes along, you might like to have these in your wheel than nothing at all. Given their relatively small size (which I sized to match the other images that are out there) they don't look *too* bad in HyperSpin. ;-)
     
    Hope you find them useful...
    239
  17. Made with logos that I found.
    4,353
  18. **Warning ** ** Warning**
    May cause you to become mad because you'll wish all your box sets are animated.

    638 games total, 100% of the GameCube HyperList database.

    This set is intended for 16:9 (1920x1080 stretched).
     
    All you need to do is drop these in to Artwork3 or Artwork4 and use a System Default theme.

     
    Set Credits:
    @JSinn: Project Lead (Source cleaner/maker - Template designer - Flash Animator)
    @xALPHAxOMEGAx: Source collector
    @SeanDyer87: Source collector
    @32assassin: Source donor
    @brolly: Source donor
    @Tomkun: Japanese translation
     


    Vid preview.

    Note: This set can not be used as wheel images. 
    Original project thread -> http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1]http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1]http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1
    Stop by to say hi, thanks, or even hit that like button.
    2,067
  19. **Warning ** ** Warning**
    May cause you to become sad because you'll wish all your box sets are animated.
     
    638 games total, 100% of the GameCube HyperList database.
    All you need to do is drop these in to Artwork3 and use a System Default theme.
    This set is intended for 4:3 and I will be working on a set for 16:9.

    Set Credits:
    @JSinn: Project Lead (Source cleaner/maker and Template designer)
    @xALPHAxOMEGAx: Source collector
    @SeanDyer87: Source collector
    @32assassin: Source donor
    @brolly: Source donor
    @Tomkun: Japanese translation



    Vid preview. 
    Note: I don't think this set can be used as wheel images.

    Original project thread -> http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1]http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1]http://www.hyperspin-fe.com/topic/13949-nintendo-gamecube-3d-cases-hqhires/page-1
    Stop by to say hi, thanks, or even hit that like button.
    You better damn it! B-cuz this took 6 months to complete.
    1,427
  20. Nintendo GameCube Discs
    533
  21. 640 game wheels
    3,860
  22. Nintendo GameCube 3D Boxes size 218x390 the size fits my theme you can resize if needed.
    585
  23. gamecube alt pointer
    205
  24. gamecube pointer
    1,345

  • Please Read

    Downloads in this section are for HyperSpin 1.x only which has been discontinued. Traffic to this section has had to be throttled to maintain proper website operations. While we are not investing new resources into HS1 we do intend to preserve the media that made it famous.

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