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Unified Megatheme - Controller Icons/Number of Players


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Posted

Got the idea from dark13's in-progress Aeon Nox theme, though I didn't think his images quite matched my setup so I decided to make my own. The icons are 360 controllers, modified to match the game text from the Unified Megatheme. Currently they are only formatted for widescreen themes, but I also uploaded my Photoshop files for anyone to mess around with. They'll also need an empty artwork layer, so it may not be feasible if you are already including box and cart art. I realize these are very specific to my setup, but hopefully someone else might get some use out of them.

Worth noting, I found out that the Flash conversion method can also be used on artwork layers not included in the theme. I'm not sure why this surprised me, but I guess I just assumed it wouldn't. This means we could technically have crisp box/cart art for widescreen themes, though practically that would require a way to automate the process as well as the original .psd files used to create the artwork.

Set A:

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Set B:

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Examples:

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Posted

Thanks mate! Excellent job!

  • 1 month later...
Posted

Super idea!

how does it work with the artwork folder? I'm not able to let this controller show. I felt like I have to configure something in the HyperHQ.

does anyone have a tip to me?

Posted

You have to add it to the theme. Dump the controller image in Artwork4 folder for example and than modify the theme to accept Artwork4 under the movie.

I do have a question, why would you use the sets with the transparent controller in set B?

Posted
You have to add it to the theme. Dump the controller image in Artwork4 folder for example and than modify the theme to accept Artwork4 under the movie.

does hyperspin know when it how many players there? or should I done this work for every single game?

what you mean with "modify the theme", accept Artwork4 in/with HyperTheme?

thank you for your answer

I do have a question, why would you use the sets with the transparent controller in set B?

this is maybe to see how much players can maximum play it (transparent) and how much controllers are configured (without transparent). maybe... :rolleyes:

Posted
I do have a question, why would you use the sets with the transparent controller in set B?

Bribbon is correct, the idea is to indicate the max number of players the system supports.

does hyperspin know when it how many players there? or should I done this work for every single game?

what you mean with "modify the theme", accept Artwork4 in/with HyperTheme?

Unfortunately it is a tedious process, which needs to be done for every game and system. There is nothing in the database files that indicate number of players, so HyperSpin has no knowledge of it.

First you need to modify your themes with HyperTheme. With this, you'll be able to choose the artwork layer (let's say Artwork4 for this example) and where in the theme layout the image will go. When you save, make sure that 'Include in Theme' checkbox is not checked for this artwork layer, otherwise the image will be saved as a static image inside the theme. With the theme set up, now you'll need to copy the controller images into the Artwork4 folder in the Media section for the same system as the theme you modified. The images will need to be renamed to match the database/rom names. It's pretty much the same process as setting up box or cart art, the only difference being the reuse of the same images over-and-over.

As I mentioned, this can be a long process to set up. Though, if you are interested, I did have a complicated method using several 3rd-party apps people have put together here. It made copying and renaming the controller icons a single click. The biggest pain is looking up how many players each game supports.

Posted

This is a great addition! Hyperspin seriously needs to become open source... Is it possible that you could make a set 'c' and rearrange the icons of set 'b' left to right instead of right to left? It just seems more logical to me. Set 'b' kind of confuses me for some reason.

Also, perhaps we could make this a project? We can get groups of people to work on certain systems-- instead of having an individualistic free-for-all. I'm current working on PS1 A-L.

Posted

I'm still working on main menu for aeon nox 13 but when finished i'll move on this stuff.

Unknown why using third party software for renaming etc. when you can use photoshop's variables? In my ftp folder there are some .csv ghutch92 made from hyperlaunch .INIs. You have only to add .png extension in openoffice, delete unused colums, create an image database (1player.png, 1-2player.png, etc) and link variables in photoshop. The good thing is once you have a file ready to use you can quickly change font/image database and create a new set.

The only problem is hyperlaunch .ini does not match HS xml's, some roms are missing. A friend of mine wrote a java parser capable to convert standard HS xml's to usable .csv but HS xml's does not contain number of players, it can be used only for variables included in HS xml's (years, title, manufacturer)

Posted
This is a great addition! Hyperspin seriously needs to become open source... Is it possible that you could make a set 'c' and rearrange the icons of set 'b' left to right instead of right to left? It just seems more logical to me. Set 'b' kind of confuses me for some reason.

I went with right-to-left because it fit with my themes, but I agree that it probably isn't the norm. I'll see if I can get around to flipping them.

Posted

We should also document this for future reference/frontends. I'm going to document how many players each game potentially can utilize-- that way it will be easier if we ever wish to implement this into a .xml or a future frontend. Hyperspin is close-sourced and abandoned, so we should go the extra mile to future proof our efforts.

Simply use Excel, create 4 columns, "1 player", "2 player", "3 player", 4 player", and list the games in each corresponding column.

Posted
Unknown why using third party software for renaming etc. when you can use photoshop's variables? In my ftp folder there are some .csv ghutch92 made from hyperlaunch .INIs. You have only to add .png extension in openoffice, delete unused colums, create an image database (1player.png, 1-2player.png, etc) and link variables in photoshop. The good thing is once you have a file ready to use you can quickly change font/image database and create a new set.

That was my original plan, but that went out the window when I discovered that I could use the Flash conversion method for better quality images. My original set looked horrible, when compared to the rest of the theme. If I went with Photoshop variables, I would have needed to use the Flash method on each one individually, which would have taken ages.

Posted
We should also document this for future reference/frontends. I'm going to document how many players each game potentially can utilize-- that way it will be easier if we ever wish to implement this into a .xml or a future frontend. Hyperspin is close-sourced and abandoned, so we should go the extra mile to future proof our efforts.

Simply use Excel, create 4 columns, "1 player", "2 player", "3 player", 4 player", and list the games in each corresponding column.

While doing this, keep in mind that a lot of systems support multitap devices, which add more players to console. For example, Bomberman on the Super Nintendo can support up to 4-players with a Multitap, but only 2-players without it. Most emulators have multitap support, though I've been having a hell of a time getting some to work with HyperLaunch correctly. I'd suggest formatting the documentation to be able to display the number of players both with and without multitap support.

This type of thing would also help immensely in the creation of multiplayer specific genre databases.

Posted
While doing this, keep in mind that a lot of systems support multitap devices, which add more players to console. For example, Bomberman on the Super Nintendo can support up to 4-players with a Multitap, but only 2-players without it. Most emulators have multitap support, though I've been having a hell of a time getting some to work with HyperLaunch correctly. I'd suggest formatting the documentation to be able to display the number of players both with and without multitap support.

This type of thing would also help immensely in the creation of multiplayer specific genre databases.

Will do. I find that the easiest method is to launch each game 1 by 1, check, document by pencil/paper, then type into excel later. I plan on completing the entire N64 today. If anyone wanted to help with documentation- let me know, so we won't overlap work.

Posted
Will do. I find that the easiest method is to launch each game 1 by 1, check, document by pencil/paper, then type into excel later. I plan on completing the entire N64 today. If anyone wanted to help with documentation- let me know, so we won't overlap work.

Hopefully you haven't gotten started on N64 quite yet, as it is actually one of the only systems I could already find documented. http://en.wikipedia.org/wiki/List_of_Nintendo_64_games

Posted

Lol, I was 92 games in. Nevertheless, you saved me a lot of time. I'll just finish my list with the documentation you found. Once I finish- I'll start on PlayStation. Thank you a lot!

Posted
Lol, I was 92 games in. Nevertheless, you saved me a lot of time. I'll just finish my list with the documentation you found. Once I finish- I'll start on PlayStation. Thank you a lot!

Rather than load up the games 1-by-1, maybe it would be better to look them up online. Otherwise we'll end up with various gaps that will be tedious to fill, unless you have entire rom collections. Plus, you can easily use the minted database xmls to get a full list of games for each console.

Also, more lists that might help, though I can't comment on their completeness.

NES - 2-player + Multitap (4-player)

SNES - 2-player + Multitap

N64 - Multiplayer

Sega Master System - Games List w/ Number of Players

Posted
Rather than load up the games 1-by-1, maybe it would be better to look them up online. Otherwise we'll end up with various gaps that will be tedious to fill, unless you have entire rom collections. Plus, you can easily use the minted database xmls to get a full list of games for each console.

I have full sets for each system, and I have the full USA PS1/Gamecube redump set. My priority is USA right now. I plan to do it like this: USA > PAL > JAP. I just finished documenting N64. Now, I'm about to rename your controller icons to correspond. I'll upload to the FTP tonight.

Posted

I found this script https://www.yofla.com/flash/png2swf/ (once opened the page right click and "save files as", if you left click it will open as text)

Open flash (tested with cs5.1) and launch the .jsfl file, flash will ask for folder and then compression, it will create .swfs from .pngs with the same file name. This script does support trasparency but it seems to use .jpeg compression, I guess someone into coding can modify it to save files as .png and add "allow smoothing" flag :D

As far as I've seen (at 1366*1024) it is not the resizing in flash to make "better" files but the fact that the file itself is embedd into a swf. Hyperspin seems to add extra filter to swfs

Posted

I've completed/documented the entire N64. With my organized documentation we'll be able to create an .xml in the future with ease. I'll release it when I get some help with a few more systems. I want to release it all all at once instead of 1 by 1. If anyone wants to help me with this project let me know. The more help I get the faster the release.

I'm currently working on SNES.

Short video demo of N64:

Posted

So since people are now going through each game for these systems, we should be able to more easily create genre xml's for the 2 player and 4 player games then maybe? Because there will be a list now at least.

Posted

in mame (mamelist) there are all 1-XY players writen down. so I have the choice to filter out with Don's HyperSpin Tool (filter). maybe there is another list like the mamelist to get all this information?

is it possible to write the "1-XY player" down in the official Hyperlist (ergo in the official xml-databases)? that would be the best solution, especially as future data source for anyone (xml-db is the standard for HS)!

or is that wishful thinking? as by the absence of the developer of HS this function can not be realized (Limited adaptability)..

Posted

I've already taken the task of extracting this information from MAME to generate the files for this project, but ultimately it would be better if Brolly integrated this in his work. Since he's already creating the MAME XML files I don't want to get in the way. Besides: I have no idea where to get the rating information used in his files. :) Unfortunately MESS doesn't have this information (yet), but I will consider taking it up with the MESS development team to see if they already have plans in this direction or if we could contribute to adding it. That would make generating the eventual XML files a lot easier.

Posted
While doing this, keep in mind that a lot of systems support multitap devices, which add more players to console. For example, Bomberman on the Super Nintendo can support up to 4-players with a Multitap, but only 2-players without it. Most emulators have multitap support, though I've been having a hell of a time getting some to work with HyperLaunch correctly. I'd suggest formatting the documentation to be able to display the number of players both with and without multitap support.

This type of thing would also help immensely in the creation of multiplayer specific genre databases.

I don't see why you would have a hell of a time. Something like that should be very easy.

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