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Emulation talk on KLOV


rdhanded2

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Posted
How funny. What would this same program do when handling consoles? Run us through a virtual BestBuy or Fry's?!

Better still, what about a virtual Wally World (Walmart)?! It could have mods that one could install simulating a 450lb lady in spandex reaching for a box of twinkies! Oh sign me up! :bootyshake:

:) You know it's possible right?

Posted

That's just the beauty of it ^^

People say outdated when the right word is unexplored :P

The video is only a glimpse of what is coming next for the frontend... With the lack of a proper community it's coming along pretty slowly but it's there none the less :)

I'm just sad to see people complaining about hate comments on HS while throwing hate comments about something else (like 3DArcade)...

I'm personnaly glad we have both to play with.

Posted

Mind if I chime in here? Okay, I have been in the emulation scene since I was 17 years old and have used dozens of frontends. You have to use a frontend that is suited to your needs, does what you want and how you want it. However, just like stamp collecting, fixing up old cars this shit takes time; and sometimes massive amounts of time. I saw on that website KLOV some guy saying he is going to wait until a completed torrent is released, and no doubt he will still manage to screw it up because he simply did not take the time needed to learn how the system as a whole works. In this lazy world we live in people are always looking for the quick way out, and my suggestion is if you have false illusions about setting up 40+ systems as a new HyperSpin user in an afternoon, then just quit now and save yourself and your afternoon from being filled with frustration and despair.

I have used GameEx, Maximums Arcade, MALA, GtkMameU, and many other Linux based frontend systems and never got one whole frontend built in an afternoon. But in my frustration I never went to other websites and hacked on the author of the frontend, or whined about how I cant get it going. I sat my fat ass in my chair studied the system, read the forums, looked at the logs and just figured it out; that's what more people need to do before jumping into bed with a frontend - learn how the bastard works first (that just seems like step 1 to me.)

I collect all video frontend gaming systems that I find; hell brucelee and I are even programming a new video game frontend from the ground up as I write this message. I just find it laughable that people are so unwilling to look at the documentation, and use that lump a few feet above their ass and four inches into the ear to figure out how a little program like HyperSpin operates. God forbid they should decide to compile an application by their selves; they would probably burn their house down. But to call HyperSpin (HyperShit) that just goes to show their true intelligence factor and further substantiates my claim about how lazy people are, not too mention ignorant.

What the hell do these people do for a living, how do they make their money with 1.) no patience, 2.) no discernible intellect, 3.) vulgar display of humanity, 4.) the unwillingness to evolve by means of proper education (ie, reading the damned help files.) I remember back when I was 14 and spent hours reading the freaking DOOM manual and readme.txt file; hell I even went as far as to Telnet to a London based server to read the "online" documentation.

Ugh, what a world.....

Posted
:) You know it's possible right?

Personally I'd just love to see 3D consoles, boxes & carts, that can spin (slowly). More of a Maximus Arcade like main menu, but with 3D models.

Posted

Content like skins and models, and the quality of them, is up to the community... Like Hyperspin with themes, wheels and all that.

While the engine is pretty old (well, opengl so it still exists :P) a model can be very detailed, especially if there aren't hundreds of them at once on the screen.

As it also support antialiasing and anisotropic filtering from drivers, your model will look as good as you make it ^^

The 3D sprite can be of any size (full screen for example), contain any 3d model and support both overlay and backdrop images, both in the background and the actual selection wheel.

When in cylinder arcade mode, the FPS controls don't apply. You instead loop through a virtual wheel that can either be the same model for every entry (like you can see in the default main menu skin) or a dedicated model for each.

This mode is pretty much like the hyperspin interface but with 3D models instead of wheel bitmaps. For example console models on the main menu and then cartridge/cd/any models for the game selection.

The listbox mode looks more like mala in comparison.

Whether you use 2D sprites or 3D models (or both) you can make the frontend look like any other frontend or anything you want really as it supports text, bitmaps, 3d models and flash (to an extend).

3D animation is supported with bones, keyframes or scripted directly in lingo.

It also has a built in script engine that let you control all the properties of the frontend (like sprites and models control) or even add your own functions, that accept more or less all the lingo syntax.

It's not really documented or even practical to use but from there anything can be done ^^

The videos I posted on my youtube channel are examples of what can be done with this, like turning off lights, textures mirroring, user interaction like taking a game cart to a console, use an image as a reflection map etc...

Posted

In all honesty I'm impressed with how simple it is to set up. I already have MAME running flawlessly through HyperSpin and already have all the box art, themes, and videos running even before I figured out what HyperSync was. Now it is even simpler. I don't see it as difficult to download the correct emulators and the correct rom sets and put them into the correct folders and then point HyperSpin to that executable and if needed point it using HyperLaunch. I've played around with a lot of the other front ends and HyperSpin looks better and ticks all of the boxes I was looking for. And then I found a site that had every emulator and rom set needed in a combined 1.2 TB download that expands to almost 2 TB and is pretty much ready to go if you already know how to do the above point and place. I'm so impressed with it all and this community in general that I'll happily throw money at it to see it get bigger and better and if someone needs help this community almost always has an answer. How can anyone bitch, moan and whine about that? Seriously.

even went as far as to Telnet to a London based server to read the "online" documentation.

Great post Rain and when I read that comment above I laughed so hard I choked. Yep did that as well. OMG I feel so old now.

  • 4 weeks later...
Posted
Personally I'd just love to see 3D consoles, boxes & carts, that can spin (slowly). More of a Maximus Arcade like main menu, but with 3D models.

Something like this? (the first part)

Posted
Yup exactly. We could use rendered arcades & consoles like that :D in .swf format.

3ds into flash is doable. Havent messed with other formats though

Sent from my SPH-L710 using Tapatalk 2

Posted

Actually most models have the marquee and snap embedded, it's the frontend that replace the shaders with the mame marquee/snap if available and make them self illuminated. If you don't have any of the 2 images, you can use the model as is.

Flash has some interesting 3d capabilities with 3rd parties like away3d, the shockwave 3d format is proprietary to director so there's not really a way around that but existing models that don't have max sources can also be converted (with a little bit of work that is ^^).

I'm guessing bringing 3d to HS wouldn't be that easy, and judging by the size of the 3da community, wouldn't be really worth the trouble :)

If anything, I'd rather setup 3d arcade to use the same media as HS (including HL) and make a wheel menu for it to start in a specific 3d arcade or something. Combining the 2 frontends.

Doing it that way, there's no need to make new or convert models, or change anything inside both code either...

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