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How to set up ScummVM in HS ?


ChazMan

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Posted

Ok I think I need some help here.

1) I have copied and pasted the instructions seen on page 4.

2) I have the most current version of Scumm 1.0.0rc1

3) everything works outside of Hyperspin.

I have setup everything, and compiled the script/s

However, when I go to run the game in hyperspin, I can see a CMD box open, try to do something, then it closes and goes back to the hyperspin page... a check of running process show nothing else going on...

a check of the Hyperspin log just says:

Pausing Animations

Running Hyperlaunch.exe

Comman Line is: Hyperlaunch.exe "SummVM" "Monkey"

Below is my HyperLaunch AHK ... but I can't see the problem ...

Any help would be greatly appreciated...

ScummVM.ini

[exe info]

path = D:\Hyperspin\Emulators\ScummVM\

rompath = D:\Hyperspin\Emulators\ScummVM\Roms\

userompath = true

exe = ScummVMLauncher.exe

romextension = bat

parameters =

searchsubfolders = false

pcgame = false

------------------------------------------------------------

HyperLaunch.AHK - I can post the whole thing ... but this was all that I added in...

;***********************************ScummVM***********************************

else if (systemName = "ScummVM" && executable = "ScummVMLauncher.exe")

{

hideDesktop()

Hotkey, %exitEmulatorKey%, CloseProcess

Run, %emupath%%executable%

Runwait, %rompath%%romname%%romextension%

Process, Close, %executable%

WinActivate, HyperSpin

}

Could it be the newer version? I didn't see a 0.13 version available on the site (at least not for windows).

Any help would be appreciated!

  • Replies 136
  • Created
  • Last Reply
Posted

No it's not the new version because I have the new version and it works fine. Do you have your paths in your .bat files setup correctly? Double click to run the bat. It should launch into the game. If not then your path is wrong.

Posted

holy C@#$ it works ... I can't believe I missed that. I was certain those were setup right, so I completely overlooked it.

OK but here is a question. Now that ESC takes you back to Hyperspin, what button do you press to skip the cut-scenes???

Posted

One thing you can do is eliminate using the Esc by changing this part of the of the scummVMLauncher.ahk script

esc::send, {ALTDOWN}{x}{ALTUP} to somthing like this for example.

6::send, {ALTDOWN}{x}{ALTUP}

If you are going to do it that way and you still want to use the esc key to skip the cut scenes in scummVM and still want to use the esc key for all your other emulators as well then you will want to delete this line highlighted in green in your hyperlaunch script under ScummVM

;***********************************ScummVM***********************************

else if (systemName = "ScummVM" && executable = "ScummVMLauncher.exe")

{

hideDesktop()

Hotkey, %exitEmulatorKey%, CloseProcess *delete this line

Run, %emupath%%executable%

Runwait, %rompath%%romname%%romextension%

Process, Close, %executable%

WinActivate, HyperSpin

}

If you want all your emulators to use the same key then you are going to have to change the Hyperlaunch close key and match it to the ScummVM key. At least that's what I did.

  • 1 month later...
Posted

New ScummVM Script

- No more ScummLauncher (thanks for the kick BBB!)

- No more bat\rom files

- New easier txt\rom style

- Same "Alt-X" keys to Exit cleanly

(no-esc, since generally, there are no esc keys on a cab, you can use any 2-key combo other than esc or alt-x)

[ScummVm]

ScummVM must be configured to run games before you run it in HyperSpin.

- run scummvn.exe

- add a game in ScummVM as you normally would.

If you already have games setup in ScummVM

- For each game, you need to create a txt\rom

Download: Sampling of ScummVM Txt\Roms

- Matching DataBase below.

[Configuring Exit-Keys]

There are (2) scripts below (you only need (1) not both)

-Script #1 - you can configure the exit keys, 1 & 5, to what you want.

-Script #2 - If you just want "Alt-X", for clean exit.

[Script #1]

[HyperLaunch.ahk] with configurable 1 and 5 keys

 ;***********************************ScummVM****************************
*******
else if (systemName = "ScummVM" && executable = "ScummVM.exe")
{
hideDesktop()
Hotkey, %exitEmulatorKey%, CloseProcess
Gui +AlwaysOnTop -Caption +ToolWindow 
Gui, color, 0
Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE
Run, "%emupath%%executable%" %romname%
WinWaitActive, Scummvm.exe
sleep, 2000
Gui Destroy 
[color=white]lalt::[color=palegreen]1[/color]
x::[color=palegreen]5[/color]
[color=palegreen]1[/color] & [color=palegreen]5[/color]::
send, {esc}  [/color]
Process, waitClose, %executable%
Process, Close, HyperLaunch.exe
return
WinActivate, HyperSpin
}

[Script #2]

[HyperLaunch.ahk] with just "ALT-X"

 ;***********************************ScummVM****************************
*******
else if (systemName = "ScummVM" && executable = "ScummVM.exe")
{
hideDesktop()
Hotkey, %exitEmulatorKey%, CloseProcess
Gui +AlwaysOnTop -Caption +ToolWindow 
Gui, color, 0
Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE
Run, "%emupath%%executable%" %romname%
WinWaitActive, Scummvm.exe
sleep, 2000
Gui Destroy
[color=white][color=palegreen]lalt[/color] & [color=palegreen]x[/color]::
[/color][color=white]send, {esc}  [/color]
Process, waitClose, %executable%
Process, Close, HyperLaunch.exe
return
WinActivate, HyperSpin
}

[Optional]

Once your database is created.

- edit the HyperSpinScummVM.xml

When you setUp a game in Scummvm, it creates folders in (generally)

the ScummVM\Data\Games\Indiana Jones and the Fate of Atlantis [DOS] Directory.

You can

- add the name of the folder into the Database Below.

The Description can be any thing you want this does not affect the rom name.

Games "ID"

[ScummVM.xml]

 
<?xml version="1.0"?>
<menu>
<game name="[color=palegreen]atlantis[/color]">
<description>
[color=plum]Indiana Jones and the Fate of Atlantis [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]comi[/color]">
<description>[color=plum]The Curse of Monkey Island [Windows][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]dig[/color]">
<description>[color=plum]The Dig [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]ft[/color]">
<description>[color=plum]Full Throttle [Windows][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]ihnm[/color]">
<description>[color=plum]I Have No Mouth and I Must Scream (CD DOS)[/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]indy3-fm[/color]">
<description>[color=plum]Indiana Jones and the Last Crusade [FM-TOWNS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]loom-ega[/color]">
<description>[color=plum]Loom (CD) [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]maniac-v1[/color]">
<description>[color=plum]Maniac Mansion (Enhanced) [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]monkey[/color]">
<description>[color=plum]The Secret of Monkey Island (CD) [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]monkey2[/color]">
<description>[color=plum]Monkey Island 2 - LeChuck's Revenge [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]pass[/color]">
<description>[color=plum]Passport to Adventure [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]samnmax[/color]">
<description>[color=plum]Sam  Max Hit the Road [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]tentacle[/color]">
<description>[color=plum]Day of the Tentacle[/color] [DOS]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
<game name="[color=palegreen]zak-fm[/color]">
<description>[color=plum]Zak McKracken and the Alien Mindbenders (Enhanced) [DOS][/color]</description>
<cloneof> </cloneof>
<crc> </crc>
<manufacturer> </manufacturer>
<year> </year>
<genre> </genre>
</game>
</menu>

[How-To Create] -txt\roms with proper naming of games you already have installed.

Once you have some games setup run this batch to help you determine the proper naming (target id) for the txt\rom files to run in HyperSpin\ScummVm Wheel.

copy\Save-As

[ScummVm-List Targets.bat]

place-in ScummVM Directory

ScummVM.exe --list-targets
pause

- create a new blank .txt file in a "ScummVM\Roms" folder

- name the txt\rom file exactly as the contents of the games "Target ID" field.

(nothing goes in the txt file, you just name it)

- run Hyperlist to create you database

or...

[Roms] -txt files

Download: Sampling of ScummVM Txt\Roms (not actual roms just placeholder txt files)

- Matching DataBase above.

place in scummvm\roms directory

or...

[How-To Create, txt\Roms]- from the ScummVM Readme.txt]

Everything inside the BRACKETS [romname] is used to create the name for the dummy txt\rom file. (1) for each rom.

Put the .txt files in a separate folder "roms" or whatever just like most of the other emus.

SCUMM Games by LucasArts:

Maniac Mansion [maniac] rom name is inside the brackets but dont use brackets.

Sample .txt looks like this below.

C:\HyperSpin\Emulators\ScummVM\roms\maniac.txt

Zak McKracken and the Alien Mindbenders [zak]

C:\HyperSpin\Emulators\ScummVM\roms\zak.txt

Indiana Jones and the Last Crusade [indy3]

C:\HyperSpin\Emulators\ScummVM\roms\indy3.txt

Loom [loom]

C:\HyperSpin\Emulators\ScummVM\roms\loom.txt

The Secret of Monkey Island [monkey]

C:\HyperSpin\Emulators\ScummVM\roms\monkey.txt

and so on...

Monkey Island 2: LeChuck's Revenge [monkey2]

Indiana Jones and the Fate of Atlantis [atlantis]

Day of the Tentacle [tentacle]

Sam & Max Hit the Road [samnmax]

Full Throttle [ft]

The Dig [dig]

The Curse of Monkey Island [comi]

AGI Games by Sierra:

The Black Cauldron [bc]

Gold Rush! [goldrush]

King's Quest I [kq1]

King's Quest II [kq2]

King's Quest III [kq3]

King's Quest IV [kq4]

Leisure Suit Larry in the Land of the

Lounge Lizards [lsl1]

Mixed-Up Mother Goose [mixedup]

Manhunter 1: New York [mh1]

Manhunter 2: San Francisco [mh2]

Police Quest I: In Pursuit of the Death

Angel [pq1]

Space Quest I: The Sarien Encounter [sq1]

Space Quest II: Vohaul's Revenge [sq2]

Fanmade Games [agi-fanmade]

AGOS Games by Adventuresoft / Horrorsoft:

Elvira - Mistress of the Dark [elvira1]

Elvira II - The Jaws of Cerberus [elvira2]

Waxworks [waxworks]

Simon the Sorcerer 1 [simon1]

Simon the Sorcerer 2 [simon2]

Simon the Sorcerer's Puzzle Pack

- Demon In My Pocket [dimp]

Simon the Sorcerer's Puzzle Pack

- Jumble [jumble]

Simon the Sorcerer's Puzzle Pack

- NoPatience [puzzle]

Simon the Sorcerer's Puzzle Pack

- Swampy Adventures [swampy]

The Feeble Files [feeble]

GOB Games by Coktel Vision:

Bargon Attack [bargon]

Gobliiins [gob1]

Gobliins 2 [gob2]

Goblins 3 [gob3]

Lost in Time [lostintime]

The Bizarre Adventures of Woodruff

and the Schnibble [woodruff]

Ween: The Prophecy [ween]

Other Games:

Beneath a Steel Sky [sky]

Broken Sword 1: The Shadow of the Templars [sword1]

Broken Sword 2: The Smoking Mirror [sword2]

Drascula: The Vampire Strikes Back [drascula]

Flight of the Amazon Queen [queen]

Future Wars [fw]

Inherit the Earth: Quest for the Orb [ite]

Nippon Safes Inc. [nippon]

The Legend of Kyrandia [kyra1]

The Legend of Kyrandia: The Hand of Fate [kyra2]

The Legend of Kyrandia: Malcolm's Revenge [kyra3]

Touche: The Adventures of the Fifth

Musketeer [touche]

SCUMM Games by Humongous Entertainment:

Backyard Football [football]

Big Thinkers First Grade [thinker1]

Big Thinkers Kindergarten [thinkerk]

Blue's 123 Time Activities [blues123Time]

Blue's ABC Time Activities [bluesABCTime]

Fatty Bear's Birthday Surprise [fbear]

Fatty Bear's Fun Pack [fbpack]

Freddi Fish 1: The Case of the Missing

Kelp Seeds [freddi]

Freddi Fish 2: The Case of the Haunted

Schoolhouse [freddi2]

Freddi Fish 3: The Case of the Stolen

Conch Shell [freddi3]

Freddi Fish 4: The Case of the Hogfish

Rustlers of Briny Gulch [freddi4]

Freddi Fish and Luther's Maze Madness [maze]

Freddi Fish and Luther's Water Worries [water]

Let's Explore the Airport with Buzzy [airport]

Let's Explore the Farm with Buzzy [farm]

Let's Explore the Jungle with Buzzy [jungle]

Pajama Sam 1: No Need to Hide When It's

Dark Outside [pajama]

Pajama Sam 2: Thunder and Lightning

Aren't so Frightening [pajama2]

Pajama Sam 3: You Are What You Eat

From Your Head to Your Feet [pajama3]

Pajama Sam's Lost & Found [lost]

Pajama Sam's Sock Works [socks]

Putt-Putt Enters the Race [puttrace]

Putt-Putt Goes to the Moon [puttmoon]

Putt-Putt Joins the Circus [puttcircus]

Putt-Putt Joins the Parade [puttputt]

Putt-Putt Saves the Zoo [puttzoo]

Putt-Putt Travels Through Time [putttime]

Putt-Putt and Pep's Balloon-O-Rama [balloon]

Putt-Putt and Pep's Dog on a Stick [dog]

Putt-Putt & Fatty Bear's Activity Pack [activity]

Putt-Putt's Fun Pack [funpack]

SPY Fox 1: Dry Cereal [spyfox]

SPY Fox 2: Some Assembly Required [spyfox2]

SPY Fox in Cheese Chase [chase]

SPY Fox in Hold the Mustard [mustard]

The following games should load, but are not yet fully playable. Play

these at your own risk, and please do not file bug reports about them.

If you want the latest updates on game compatibility, visit our web site

and view the compatibility chart.

Backyard Baseball [baseball]

Backyard Soccer [soccer]

Blue's Birthday Adventure [bluesBirthday]

SPY Fox 3: Operation Ozone [spyozon]

  • 7 months later...
  • 1 month later...
Posted

Chillin, first thanks for these script, two questions i setup everything and works great! but 1- if i dont wanna see the movies games (u normally use Esc in scumm) but in HS when i esc the screen fade black and appears the mouse cursor, is there a way to avoid the game movies???

2- Can i configurate the one other key to made the esc of the game?? coz i have a esc key outside my cabinet.

Thanks in advance!!!

Posted

I have a couple of questions for you first.

Both of your questions may have a common link to the solution

(configuring one may fix both, we'll see)

1- if i dont wanna see the movies games (u normally use Esc in scumm) but in HS when i esc the screen fade black and appears the mouse cursor, is there a way to avoid the game movies???

yes probably.

In the Hyperlaunch.ahk what key(s) are you using for

exitemulatorkey=esc (esc is the default exit key in hyperlaunch)

You may need to change it to somthing else if you havent already.

On an x-arcade tankstick, I use,

(exitemulatorkey= ~2 & ~4) which equals (p2 start and p2 coin)

2- Can i configurate the one other key to made the esc of the game?? coz i have a esc key outside my cabinet.

yes probably.

What key(s) are you trying or wanting to use?

I'll figure somthing out for them with your info.

Your saying "esc" is on a keyboard away from the cab?

  • 2 weeks later...
Posted

chillinwater, got a couple questions on the script for this.

WinWaitActive, ****.exe

This command never works for me in any script, it always causes the script to get stuck there. I really don't see the need for it as "Process, waitclose %executable%" works instead in the situations I need the script to wait. What is it's purpose here?

Next, why do you have a return after everything is closed? This doesn't seem necessary. The script is ending right after that line.

Lastly, remapping keys in Hyperlaunch.ahk causes them to remap in EVERY system. I think this is a bug with autohotkey as it should not be remapping if it's not running the script in the scummvm else if. It caused problems for me in makaron as I use X in xpadder for my joystick button 3. It made the X key never respond, very odd. Same with 1, I had that linked to player 1 start and it never worked. Had me pulling my hair out for a long time and through process of elimination with removing chunks of my hyperlaunch.ahk, I pinpointed to the scummvm script.

I was thinking of moving the key remapping part to an outside script, that scummvm script would run, so this wouldn't happen.

This is the script that works for me:

;*********************************ScummVM*********************************

else if (systemName = "ScummVM" && executable = "ScummVM.exe")

{

hideDesktop()

Hotkey, %exitEmulatorKey%, CloseProcess

Gui +AlwaysOnTop -Caption +ToolWindow

Gui, color, 0

Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE

Run, "%emupath%remap_keys.exe"

Run, "%emupath%%executable%" %romname%

sleep, 2000

Gui Destroy

Process, waitClose, %executable%

Process, Close, remap_keys.exe

Process, Close, HyperLaunch.exe

WinActivate, HyperSpin

}

Then in the scummvm dir, make a file called remap_keys.ahk and put this in it:

;This script remaps keys for scummvm.

;This must remain outside the hyperlaunch.ahk otherwise autohotkey will remap these keys for all emulators!

lalt::1 ;this makes left alt send 1

x::5 ;this makes x send 5

1 & 5:: ;this says that 1 + 5 sends the next line

send, {esc}

After doing some research, you can designate what programs that a remapped key will be sent to.

#IfWinActive ahk_class Notepad

a::b ; Makes the 'a' key send a 'b' key, but only in Notepad.

#IfWinActive ; This puts subsequent remappings and hotkeys in effect for all windows.

But problem for scummvm is the title changes to reflect each game's name. These names are not in a variable that can just be called to be used on the IfWinActive. You can do an iniread on the scummvm.ini file located in C:\users\USERNAME\roaming\scummvm\ dir and insert the key into a variable. This seems a little too much work and then requires each person to edit the script to the location of the ini (since scummvm stores it there for some odd reason).

This sends the remapped ESC only to the "WinTitle" Day of the Tentacle (CD/English)

#IfWinActive Day of the Tentacle (CD/English)

lalt::1

x::5

1 & 5::

send, {esc}

#IfWinActive

I think it's easier just to put the remapped keys in a separate ahk.

Posted

Even now, Im no ahk guru but,

For

WinWaitActive, ****.exe

Honestly I dont remember why I used it. The script is almost a year old and I was just learning ahk then?

(I can probably think of more excuses)

It probably should have just been "Winactivate" to ensure focus.

I have been finding out lately that alot of commands that use "wait" in them cause the script to stop until somthing else happens. i.e.

"WinWaitActive"

"RunWait"

"ProcessWaitClose"

Had me pulling my hair out for a long time

Sorry bout that.

Ive learned this fairly recently and have never fully implemented it but,

(translated, "havent got it working...yet")

supposedly if you wrap the re-mappings in code similar to this then the re-maps are only in effect while, in this case Scummvm, is active.

#IfWinActive, Scummvm.exe

lalt::1

x::5

1 & 5::

send, {esc}

#IfWinActive

You may not need to move the remaps outside of Hyperlaunch if you get it to work.

In even an earlier script I had in this thread, the remaps were in fact outside of Hyperlaunch in the Scummlauncher.ahk script

And finally "return" should have been placed after the remaps instead of where it is in the script or just removed completely.

I'll go back through scripts too and wonder why I did things and then re-write them or add stuff occasionally.

(Scumm wasnt on my radar, now it is)

Real life is creeping up on me so like I said,

that script is almost a year old and needs a re-write but you did such a good job with demul56 your more than welcome to rewrite the ScummVM script if you want. Just beat me to it......please!

Posted

I updated my post quite a few times and you may have not noticed, I addressed all that and how to do it already :)

Even posted an updated script :P

btw, #IfWinActive, Scummvm.exe does not work, it has to be the window title.

Posted

hmm when I responded, I didnt see any updates to your post.

(I must not have refreshed the page)

Now its my turn :D

for,

Process, Close, HyperLaunch.exe

WinActivate, HyperSpin

Does this work? If you close (kill) Hyperlaunch first it doesnt seem that it can execute the "winactivate, HyperSpin" command.

(maybe Hyperspin is gaining focus anyway, Im just sayin)

#IfWinActive, Scummvm.exe does not work

This I knew, and I had it in the back of my mind that the rom window name would work but your right, creating an ini for Scummvm would definately be a lot of work and I never had time to create it or test it out.

This can work for any emu.

Since there are so many scumm supported games I dont believe that (1) exit control map will be of use in all of them.

(since some games may use {esc} for an options menu or some other scenario)

A simple way around that (if desired) would be to create a mapping file for each rom that needed different exit controls or just remapped in game controls in general.

(mapped romnames would be based off romname.txt not the rom window name)

Commands would be similar to this.

(Adjust the paths or romname to your liking, maybe you dont like "(controls)")

remove,

Run, "%emupath%remap_keys.exe"

and add,

IfExist, %emupath%Controls\%romname% (controls).exe, Run, %emupath%Controls\%romname% (controls).exe

IfNotExist, %emupath%Controls\%romname% (controls).exe, Run, %emupath%Controls\remap_keys.exe

and also add, at close to the bottom of scummvm script (above process, close, hyperlaunch.exe),

Process, Close, %romname% (controls).exe

A user can create your original remap and if needed create a different remap named after the rom "%romname% (controls).exe" for a different game altogether.

If you dont create a mapping file for each game, thats ok.

It would default to and run your original "remap_keys" only.

Posted

Hey guys, I went through similar problems with remapping, except mine were even more complicated because i wanted certain key presses by holding a key for 2 seconds. For instance, escape was escape unless it is held for two seconds, then it is ALT-X(or whatever). That way escape does dont exit any emulator until you hold it down.....no more accidental exits! anyway I thought I would share some of my experiences on this. Using a seperate file to remap keys is a good strategy and that is how I used to do it. But I found a better way to remap lately. In the block that your emulator is located I would put some lines like this:

Hotkey, $ESC, fusionexit

Hotkey, $1, fusionsave

Hotkey, $2, fusionload

now you put somthing like this below near where hyperlaunch exits:

fusionsave:

keywait 1, t2

send % errorlevel, "{f5}" : "m"

keywait 1

return

what this would do is anytime you press "1", it would send "m". if you hold it down for 2 seconds it would send F5. You could expand upon this idea to fit your needs, but I like the fact that I dont need to run multiple scripts any more. I can share my hyperlaunch if someone is interested.

Posted

Yeah I think Ive seen your post about it before and of course lost it.

I'm definitely going use your idea in future scripts and updating current scripts.

With what you just posted its even clearer now on how to do it. So thank you very much for that!

Can you post or pm just the relevant "Sega genesis" (fusion) portion of your script?

with,

fusionexit:

fusionload:

The whole thing is fine to if thats easier!

Posted
hmm when I responded, I didnt see any updates to your post.

(I must not have refreshed the page)

Now its my turn :D

for,

Process, Close, HyperLaunch.exe

WinActivate, HyperSpin

Does this work? If you close (kill) Hyperlaunch first it doesnt seem that it can execute the "winactivate, HyperSpin" command.

(maybe Hyperspin is gaining focus anyway, Im just sayin)

You are right, I'll tweak it later tonight. I close hyperlaunch.exe so it closes the remap script, but at the same time it's closing both scripts, which makes winactivate useless.

This I knew, and I had it in the back of my mind that the rom window name would work but your right, creating an ini for Scummvm would definately be a lot of work and I never had time to create it or test it out.

This can work for any emu.

Since there are so many scumm supported games I dont believe that (1) exit control map will be of use in all of them.

(since some games may use {esc} for an options menu or some other scenario)

A simple way around that (if desired) would be to create a mapping file for each rom that needed different exit controls or just remapped in game controls in general.

(mapped romnames would be based off romname.txt not the rom window name)

Commands would be similar to this.

(Adjust the paths or romname to your liking, maybe you dont like "(controls)")

remove,

Run, "%emupath%remap_keys.exe"

and add,

IfExist, %emupath%Controls\%romname% (controls).exe, Run, %emupath%Controls\%romname% (controls).exe

IfNotExist, %emupath%Controls\%romname% (controls).exe, Run, %emupath%Controls\remap_keys.exe

and also add, at close to the bottom of scummvm script (above process, close, hyperlaunch.exe),

Process, Close, %romname% (controls).exe

A user can create your original remap and if needed create a different remap named after the rom "%romname% (controls).exe" for a different game altogether.

If you dont create a mapping file for each game, thats ok.

It would default to and run your original "remap_keys" only.

I think we need to seek out people more familiar with these games to find out if some (or what) games use ESC to navigate menus. Also I am curious the normal means to exit the scummvm emu. Usually PC type games or ones that use a keyboard I completely turn off %exitEmulatorKey% because the user should be using the in-game menu to exit out.

If we need to use something else than escape, then it might be a good idea to make it that for all scummvm games. On the user end, having to remember what command is for what game is asking too much, gotta keep it simple.

Hey guys, I went through similar problems with remapping, except mine were even more complicated because i wanted certain key presses by holding a key for 2 seconds. For instance, escape was escape unless it is held for two seconds, then it is ALT-X(or whatever). That way escape does dont exit any emulator until you hold it down.....no more accidental exits! anyway I thought I would share some of my experiences on this. Using a seperate file to remap keys is a good strategy and that is how I used to do it. But I found a better way to remap lately. In the block that your emulator is located I would put some lines like this:

Hotkey, $ESC, fusionexit

Hotkey, $1, fusionsave

Hotkey, $2, fusionload

now you put somthing like this below near where hyperlaunch exits:

fusionsave:

keywait 1, t2

send % errorlevel, "{f5}" : "m"

keywait 1

return

what this would do is anytime you press "1", it would send "m". if you hold it down for 2 seconds it would send F5. You could expand upon this idea to fit your needs, but I like the fact that I dont need to run multiple scripts any more. I can share my hyperlaunch if someone is interested.

That is a good idea, I think I've read about doing this a long time ago but completely forgot about it. I would be interested to see just the part of your script that pertains to what you mention above. No need to weed through it just for the sweet part.

  • 2 weeks later...
Posted

I'm in the process of changing all my txt files and xml, otherwise I would post it. Problem is that because of the many versions of each game, you may want to use different versions of the scumm games. Some people like specific versions for nostalgic reasons. I am converting my db to what is supplied by scummvm when doing a mass import. I am matching my xml to the scummvm.ini. Then all the txt files obviously must change also.

  • 4 months later...
Posted

Hi everyone,

Ok I've been trying to get this to work for me for a while and I have almost got it behaving! There are a couple of problems which I hope the hive mind can help me with.

I am using the new setup with the text files and I have managed to get the my scumm games to load in hyperspin.

PROBLEM: When I alt+ x back out the game quits fine and returns to hyperspin but I am unable to use hyperspin until I alt + tab back to it. Its visible but I cannot move the wheel.

Also when I change the Esc global to ~2 & ~4 it disables the player 2 button for my mame and neo geo setup!

Can anyone help me?

Lewis

Posted

It sounds like you have a focus issue...that is very common. You will need to add "Winactivate, Hyperspin" somewhere in your Hyperlaunch after the emu closes. This should regain focus for Hyperspin and allow you to control it again. As far as your global exit key....I do not think you should be using any key that you would use during normal operation. I think it disables any key you have there. Maybe someone can confirm that for me.

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