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Showing content with the highest reputation since 02/03/2022 in Posts

  1. A quick update to the EmuMovies Commodore 64 Video Snaps set adds 132 new video snaps. Thanks to Wiggles and Plastron for the submissions. The set is now at 1,043 videos in total Version 1.5 Added 132 Video Snaps Whats New Links: EmuMovies Website (SQ Only) Directly through your front-end or our app using EmuMovies Sync (HD, HQ & SQ) EmuMovies File Server (FTP) (HD, HQ & SQ) View all our updates on the EmuMovies Files Feed (We only post a handful in the news feed) Follow EmuMovies on Facebook Join EmuMovies on Discord View the full article
    7 points
  2. I had nearly given up due to the number of Android OS and SDK changes. Fortunately things are moving forward again and an update is looking likely.... soon too. Sorry it's taken so long.
    7 points
  3. Okay, I'm going to attach a test build here for the sake of quick feedback. LOTS of things have changed under the hood (including an arm64 binary) so let me know if you run into problems. Almost all the issues I've been hitting (while testing at this point) are related to emulator behavior, issues with my old config/.ini files, etc. Also, this build includes the change suggested by Hyperseeder for better support of the different Retroarch versions. -Reznnate Hyperspin-test-July22.apk
    6 points
  4. Buenas, ese botón es para hacer fast scroll, podéis hacer la prueba moviendo la wheel y dejando pulsado ese botón, se os va a acelerar la rueda bastante, viene muy bien la verdad.
    5 points
  5. I will try to keep this guide up to date with the latest versions of HyperSpin and RocketLauncher. Also I'm adverse to making videos, because I don't want to make a new video every time something is updated, I find it easier just to edit a pic and text guide then recording a new video and editing links. All guides will assume you know how to navigate files and folders in windows. Translations Español - Admoroux This is for a new install. I'm assuming you know your way around folders and files in windows To download HyperSpin first you need to get the necessary support files from version 1.3.3 http://www.hyperspin-fe.com/files/file/5599-hyperspin-133-full-install/ and then overwrite with the contents from the beta http://www.hyperspin-fe.com/files/file/7500-hyperspin-14/ I'm gonna use the C drive in the examples. Any drive letter is ok Now extract the contents of the download to a HyperSpin folder on the root of your drive. Example: C:\HyperSpin The path to your HyperSpin.exe should now be C:\HyperSpin\HyperSpin.exe Now you need to get RocketLauncher which is a fork of HyperLaunch, but with more active development. Download it here. http://www.rlauncher.com/forum/downloads.php?do=file&id=1. The archive (zip) password is www.rlauncher.com Extract Rocketlauncher into a RocketLauncher folder on the root of your drive (C:\RocketLauncher) and make sure the path to RocketLauncher.exe is C:\RocketLauncher\RocketLauncher.exe and NOT C:\RocketLauncher\RocketLauncher\RocketLauncher.exe Get back in your HyperSpin folder. This time we are gonna do some manual ini editing . Open your Settings folder in your HyperSpin folder C:\HyperSpin\Settings. Find the file named Settings.ini, open it in notepad. You should see at the top a line that reads [Main]. Right up under the [Main] line add Hyperlaunch_Path= C:\RocketLauncher\RocketLauncher.exe Open your RocketLauncher folder (C:\RocketLauncher), now look for the RocketLauncherUI folder open it and then open RocketLauncherUI.exe. If you are having trouble opening RocketLauncherUI and you get some message about failing to initialize, you will need to download Microsoft .NET Framework 4.0 to get RocketLauncherUI to work. You will be greeted with a prompt asking you to update. Choose yes. Choose 'Latest' in the dropdown. Click on Check Updates at the bottom of the window. Wait for it to finish and then click Apply Updates. Close the update window. You can update in the future using the update button in the RocketLauncherUI tab (the update button looks like a globe with arrows.) You're thinking wow, so many settings this is too complicated. Well that's your fault for wanting lots of customization . RocketLauncherUI will probably restart wait for RocketLauncherUI to restart and then close RocketLauncherUI. Open your RocketLauncher folder (C:\RocketLauncher), now look for the Settings folder, open it and then rename Global Emulators (example).ini to Global Emulators.ini (Make sure you can see the extension: Known Extensions Are Set to Show) If there is already a file called Global Emulators.ini replace it with the example one. Open your RocketLauncher folder (C:\RocketLauncher), now look for the RocketLauncherUI folder open it and then open RocketLauncherUI.exe Look for the big tab on the right with the RocketLauncherUI image and click on it. Now look for a smaller tab called "Frontends" beneath the row of big tabs and click on it Click the green + under the small tabs and add a new frontend (here you can add different frontends like gamex or kodi). In the popup window titled Add Frontend: for the first blank, set the name to HyperSpin for the second blank, Click the Magnifying glass to the right and locate your HyperSpin.exe application. (C:\HyperSpin\Hyperspin.exe which should look like ..\..\HyperSpin.exe if you are following the guide) for the RocketLauncherUI plugin, choose Hyperspin in the dropdown box. for the RocketLauncher plugin, choose Hyperspin in the dropdown box. click on the button that looks like a blue floppy disk to save, if the button is not available just click the red x button to close and save the window. Highlight the HyperSpin frontend item in the list you just added and: click on the button that looks like a folder with a thumbtack (bulletin board pin) to set HyperSpin as your default frontend. (default frontend means RocketLauncherUI will always start up with this frontend) click on the button that looks like a robot terminator red eye to set HyperSpin as the active frontend. (active frontend means the frontend that you are currently working on in RocketLauncherUI) Look in the left near the top of the RocketLauncherUI main window for the words "Select a System" under it you should see a button that looks like two green arrows making a circle. Click on the circular green arrows button to refresh the systems list to match the active frontend. You can now close RocketLauncherUI or leave it open (you will need to open it later in this guide). Now to make full use of RocketLauncher we want to download the media pack. http://www.rlauncher.com/forum/downloads.php?do=file&id=2 Extract the contents of the media pack into your RocketLauncher folder (C:\RocketLauncher). Congrats you have now installed HyperSpin + RocketLauncher! You think you're done don't you, but you're wrong. There is still more to go. Gasp. We don't have any emulators yet. Ok then let's try to set one up, how about we do the most popular one. MAME Download the binary unless you plan on compiling your own version. (there are some benefits to compiling, hiscores and nonag being the most popular) Now let's create a new folder on your root drive called Emulators. C:\Emulators -this is not required but it is recommended Now inside this folder create a new folder named after the emulator called MAME. C:\Emulators\MAME Now inside your emulator folder install MAME. So the path to your mame.exe or mame64.exe should be C:\Emulators\MAME\mame.exe Congrats you have installed an emulator. Now to get it working with RocketLauncher and ultimately HyperSpin. Open your RocketLauncher folder (C:\RocketLauncher), now look for the RocketLauncherUI folder open it and then open RocketLauncherUI.exe On the left hand side in RocketLauncherUI you will see a list of all our systems and at the top is a system called Global (not actually a system in HyperSpin). Changing settings in Global affects all of your settings in every system. Consider this the default settings. Ok now highlight the Global System and click on the big tab Emulators. If you installed correctly (didn't skip steps like step 9) you will be greeted with a long list of emulator names. Scroll down this list until you find MAME. Double click on it. A new window will appear. Fill in the path value by clicking on the magnifying glass to the right of the path entry and find your MAME emulator. Close this window if the values for module and rom extensions are already filled. Now highlight the MAME system in the systems list. and click on the big tab Emulators. Add the path to your MAME roms in the rom paths field by clicking on the green plus button. For most mame installations it's in the same folder as mame.exe in a folder called roms. C:\Emulators\MAME\roms For other systems, I personally put roms in a folder separate from hyperspin and the emulator folder, something like C:\Games\systemName\gameName.extension ROMS are not included with MAME or HyperSpin or RocketLauncher. Do not ask for roms on this forum, it will get you banned. Google is your friend for this. Now back in RocketLauncherUI choose your default emulator by clicking on the Magnifying glass. Choose MAME [global] from the list that appears. Congrats! you have now setup MAME within RocketLauncher. Now to setup MAME for use with HyperSpin. First get the latest MAME xml from HyperList http://hyperlist.hyperspin-fe.com/ Drop the xml you downloaded into C:\HyperSpin\Databases\MAME\ and rename it to MAME.xml. If it asks you to overwrite, choose yes. XML management can be a pain and so can renaming all those roms that you legally copied from your personal collection of actual games that you legally acquired through legal purchases. For emulators other than MAME or MESS you will need to make sure that the file names for your roms match the names for the games found in your xml. For the best hyperspin xml management and renaming applications use Don's HyperSpin Tools or check out the beta version of HyperTools.zip (thanks, emb). I think that's it for a basic installation. It will be hard and time consuming to get artwork and videos until you subscribe to emumovies and receive platinum status here by donating. Oh wait I almost forgot, whenever any one says edit your module settings they usually mean open RocketLauncherUI click on your system, click on the big modules tab, highlight the module you are using, and then click on the Edit Global Settings button. A little bit more info can be found here & here. If you liked this guide and want to say thank you, hit the like button at the bottom of this post. Hyperspin and RocketLauncher Compatibility Fix.zip
    4 points
  6. I wish the retroarch MAME core was better on Shield, but it's buggy... Am working on SAF support but it will be a few weeks (I think) for an update. I'll post the new beta here when it's ready.
    4 points
  7. Here is an updated beta to test. It fixes all of the known regressions I could find and the crash and performance issues reported so far. HyperspinFE_AndroidR_arm64_beta2.apk
    4 points
  8. Big, bright, colorful, loud, and in your face. I don't own an arcade cabinet, but I dedicated an entire wall to my retro arcade setup. 2x 43" monitors (sides), 1x 65" monitor (center) and a Samsung SH37F stretched 37" on top (doubles are my arcade marquee and live sports ticker). I will post up pics of entire build at a later date, but for now, enjoy!
    4 points
  9. TL;DR: This is not a trivial update. Give the developer some space and let him have his saying when it's time to say something to the end users. ---- Hi folks, Give it some time. I'm not saying this to get one's hopes up. And I stand by my advice that there are other perfectly functional, well maintained front ends to choose from. Having said that, we need to contextualise the changes and understand why it may take a while, even for the original developer to be able to make things happen. The truth is that the initial port of HS to NVIDIA Shield required a somewhat different (although complementary) skill set to the one needed to make it all work with Android 11 restrictions. Plus honestly, it's not "fun" work to do. The initial port was mostly about emulating flash and being able to get custom themes to render correctly in a totally different OS and hardware architecture than the Windows x86-64 version. I have zero insights about the native side of the project, but I assume that it's written in a very low level programming language (possible even mixed with some Assembly). I would also assume that the development team was working close to NVIDIA to make it all happen. On top of the low level layer there's a very thin layer of Java / Android code that bootstraps the low level layer and enables a few user interactions + launching Android emulators. My point being: The original port was mostly a low level development effort. The Android 11 update is a somewhat different effort. Google has sandboxed Android apps and made some things very difficult for developers. They have provided several high level (as in, Java / Kotlin Android) APIs to access storage, and they have severely restricted how HS can interact with the file system (as well as what files it can interact with). The "new" Android APIs requires manual user interactions for stuff that wasn't necessary before. Retrofitting Android's high level storage API requirements in HS and making it play well with the native layer is not so easy. One still needs to be well versed with low level development and HS internals to make it happen. But there's also a lot of high level - Android specific - knowledge required. I can only guess, but I would assume a lot of messing around with badly documented (and possibly not so well thought out) integration between Android high level APIs and the low level layer where the API calls need to happen. And then, even if the author makes it happen, there's alway the possibility of further consequences to the end user given the changes to storage scope. I'm talking about possible having to change some previously hard coded paths (e.g., configuration files, resources, etc) and even the way that HS has to interact with some emulators. The sort of change that a lot of users will complain about, changes that may require guides to be rewritten, etc. What I'm trying to say is: The changes required to make HS work on Android 11 aren't a piece of cake for the developer. It requires some familiarity with modern Android development, as well as a lot of familiarity with HS internals and some non trivial modifications to make HS conform with the new "sandboxed" reality of Android applications. Give the developer some time and let him come back and say what he has to say when it's time to say it. Disclaimer: I'm not an authoritative source for any of this stuff. I'm just a guy that reversed engineered and hacked the Java / Android layer of HS a year or so ago. Everything that I just said may not be accurate, as it's based on nothing but speculation, my own experience as a developer and an unimpressive 3 LOCs patch to make HS work with modern versions of Retroarch (I have zero dealings with the dev team and the person that ported HS to Android).
    4 points
  10. I reported the thing some years ago, honestly I dont' know if it is a problem related to my softwares combination or whatever but I have the same problem on multiple machines. The problem is really simple: HS uses a truckload of CPU when it's hidden and an emulator is running. In this case I'm pushing a bit the things using a 1080p 120frames to loop the background (the file inside the theme loads a swf in dark13 folder as background swf inside a theme does not loop) but this happens also using a 1080p png inside a swf, you'll notice it on weak rigs. The situation is far from being ideal... Around 30% of an intel 4460 cpu time wasted in this case. Basically in these conditions you have to dedicate 2 cores/threads of your CPU to HS. Fun enough this happens also if I use code to remove the swf from stage or when I load it as a movieclip and stop it when HS goes off focus. This is simply crazy. HS is using cpu time to move stuff that is not even on stage or it is stopped. Well, I need more tests but I've found a simple workaround... Now cpu is just at 2% when HS is hidden and an emulator is running. The trick is really simple: you can set stage property from any swf on stage so I just used this code on an empty Artwork1 layer inside the theme. The swf can be used too on SpecialA1 layer stage.addEventListener( Event.DEACTIVATE, deactivateCb, false, 0, true ); stage.addEventListener( Event.ACTIVATE, activateCb, false, 0, true ); function deactivateCb(e:Event):void{ stage.frameRate = 1 } function activateCb(e:Event):void{ stage.frameRate = 60 } HS is using cpu time to move stuff and I can't prevent it to doing this so I just set the framerate of the stage to 1fps (0.1fps seems ok too) when HS goes off focus and set it back to 60fps when HS gain focus. Pushing stuff at 1fps requires very few cpu power. I know that BBB is not working on the thing but I also know that some people of the staff has the code and can compile a new version. Can a workaround like this be integrated in HS? Test Theme: https://1drv.ms/u/s!AlvG-_GLw_qahBJa7zOErF3qUveD?e=Y8J8kw There's no relative path code, so HyperSpin.exe MUST be in C:\HyperSpin_1.5.1 folder and you need to put dark13 folder inside it.
    3 points
  11. after 1 year here is my conclusion I decided to test launchbox and arc browser launchbox is limited to 100 roms in free version, if you want more i think it's 50$ for android version and 75$ for pc version. exaggerated prices I find not to reach the level of a free hyperspin. Arc browser uses a database instead of xml and its scrapping engine is not 100% ready and you will have to manually do all the roms that it will not have succeeded in identifying. Compared to the hyperspin wheel system which gives flexibility, here there is no flexibility, just the rigidity of a database. In addition, the system themes are just mp4 files, a pale copy of the hyperspin themes, so customization is not possible yourself compared to hyperspin, which offers hypertheme with which you can modify any theme at will or create one from scratch with disconcerting ease. I'm not even talking about themes for games that don't exist Compared to hyperspin there is a gap especially when you think of all the themes for arcade games. I hadn't realized it until now but hyperspin is by far the best front end, it's free and in addition it allows to have a common hyperspin system for windows and android machines on a shared nas. and for me downgrading shield tv is a bad idea, an outdated system cannot survive, it must be kept up to date. It's a very bad choice. So my conclusion is that this hyperspin SAF support update is absolutely necessary, because for me it will be hyperspin or nothing. @reznnate you are our only hope, please can you give us news on the progress on the SAF support Happy new year to you and all hyperspin guys
    3 points
  12. I have been looking into the topics of Rom Mapping and MAME clones. I understand everything now. I'm deep into a huge MAME project exploring both. A big upload is coming....
    3 points
  13. After all these years, I still think HyperSpin is the ultimate in an arcade cabinet. Here's my latest project. I managed to find this gem for a mere $250 - working even! Don't worry, preservationists - my conversion is 100% reversible back to stock. I've even stashed the original CRT monitor away somewhere safe and dry for safekeeping. A few fun parts of the project to note: The CRT in it is actually a 27" Toshiba TV I got for free off Craigslist. Fun fact: the tube and mounting points are identical to the arcade original monitor. It slotted right into the frame and slid right into the cabinet. Also, the Toshiba has power-on sensing, so when I turn the cabinet on, the monitor turns itself on too! The video connection from the PC is VGA-to-Svideo, via this great adapter board, at 640x480. I was concerned about lag, but I haven't noticed any at all. Score! The stealth button bar above the control panel is actually a table leg cut to length and sprayed black! I needed a place to put the insert-coin buttons, and the little ledge below the monitor was the perfect spot. I picked up some tiny pushbuttons to match each player's color, and added a black button in the middle to escape back to the HyperSpin menu. The 25c slots in the coin door work for player 1 and 2 also. The marquee light didn't work no matter what I tried, so I set it aside and put this LED fixture in its place. I still can't believe how perfectly it fits and looks. I haven't gotten around to replacing the damaged yellow T-molding yet. It'll happen soon... if I can pull myself away from playing long enough to do it! And yeah, I made sure I can play Gauntlet Legends and Gauntlet Dark Legacy on it. The monitor is also big enough to play 4-player Tournament Cyberball 2072 with both screens displayed on the one monitor! MAME recommendation for other cabinet enthusiasts: Get familiar with the control bindings in the Tab menu! I was able to configure nearly every game in my setup in one shot, even the dual-stick games like Robotron and Karate Champ. It's super easy, once you get your brain around the way MAME does things. Feel free to ask any questions you have!
    3 points
  14. Hi can anyone tell me if hypersync is coming back as changing servers takes 24 hours to swap and its been 10 weeks now.
    2 points
  15. This is not about Hyperspin but RocketLauncher. Set a virtual emulator then list your games in the Games.ini ( \RocketLauncher\Settings\MyVirtualEmulator\Games.ini ) Here, an excerpt of my Games.ini in my arcade wheel. My main emulator is MAME and other systems in the Games.ini. [eca] Emulator=SuperModel System=Sega Model 3 [manxtt] Emulator=Sega Model 2 Emulator System=Sega Model 2 [Guilty Gear Xrd] Emulator=PCLauncher System=windows
    2 points
  16. Good morning Hyper Spinners, Thank you for liking my custom artwork designs the past dozen years I've been doing professional artwork projects for almost three decades. I love designing and really enjoy all aspects of the creative arts. I still have my Custom Artwork sticky in this forum so please send me any inquiries for your amazing arcade projects. I have been so appreciative of this community and I wanted to share I finally have my first website. Please check it out: JWGFX – Creative Services Digital Art Director Thank you for the many years of creativity and for all the incredible projects and ideas this community has with retro gaming. It's a pleasure working with so many talented people. Thank you, and all the best! Josh
    2 points
  17. Hmm...an underused feature that no one understands. I'm on it!
    2 points
  18. Thanks! <gets out the broom and sets to work swatting spammers with it>
    2 points
  19. Congratulations Andyman ! And thanks Gigapig for keeping the dream alive.
    2 points
  20. Thanks for the info guys. I do think there is a needed feature in Hyperspin related to SAF URL or whatever. Looking into it...
    2 points
  21. Différents problems : 1) Wheel : - i don't remember but i think with android 9, system name and games name in the wheel was not only with vertical appareance ? (not very important but) 2) Nintendo 64 (M64Plus FZ use SAF URL i think but no config file found (see second link under because fzurita speak about this) i use M64Plus FZ (difference was fzurita replace alpha i think but don't work ?) so parameters was wrong, if someone know what parameters is for M64Plus FZ, please let us known i have error message "invalid emulator" rompath=/storage/SDCARD1/Hyperspin/Games/Nintendo 64/ userompath=true exe=org.mupen64plusae.v3.fzurita/paulscode.android.mupen64plusae.SplashActivity romextension=n64,z64,zip parameters= 3) Gamecube, WII, Playstation (dolphinemu and epsxe use SAF URL) (dolphinemu et epsxe standalone work but called by hyperspin made error with roms ?) Roms don't launch with hyperspin call to standalone emulator but launch good with the standalone emulator used without hyperspin - Nintendo Gamecube and Wii with standalone dolphinemu 5.0-15445 Error message "iso is an invalid GCM/ISO file or is not a GC/WII ISO" rompath=/storage/SDCARD1/Hyperspin/Games/Nintendo GameCube/ userompath=true exe=org.dolphinemu.dolphinemu/org.dolphinemu.dolphinemu.ui.main.MainActivity romextension=iso,gcz,gcm,gb,gbc,zip,wbfs,ciso parameters=AutoStartFile rompath=/storage/SDCARD1/Hyperspin/Games/Nintendo Wii/ userompath=true exe=org.dolphinemu.dolphinemu/org.dolphinemu.dolphinemu.ui.main.MainActivity romextension=gcz,iso,gcm,gb,gbc,zip,wbfs,ciso parameters=AutoStartFile - Playstation with standalone epsxe v 2.0.16 beta 6 (version was give me by developer because i wrote them after android 11 update for tell them than epsxe stop working and they realise this version for android 11) Error message "Error loading missing DATA ROM 1) IMG/ISO/BIN 2) 7Z/ape not supported" rompath=/storage/SDCARD1/Hyperspin/Games/Sony Playstation/ userompath=true exe=com.epsxe.ePSXe/com.epsxe.ePSXe.ePSXe|com.retroarch/com.retroarch.browser.retroactivity.RetroActivityFuture romextension=iso,bin,cue,ccd,sub,img,mdf,mds,nrg,rar,zip,7z parameters=com.epsxe.ePSXe.isoName|cores/pcsx_rearmed_libretro_android.so Because epsxe and dolphinemu use SAF URIs (see my precedent post so finally it's not an uuid but it's a SAF URL) As they said here : https://arcbrowser.com/releasenotes https://digdroid.com/forums/discussion/9140/android-11-scoped-storage-saf-support (fzurita speak about SAF URL in this link) I found this to dolphin emu config file : [General] ISOPaths = 2 RecursiveISOPaths = True ISOPath0 = content://com.android.externalstorage.documents/tree/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FNintendo%20Wii ISOPath1 = content://com.android.externalstorage.documents/tree/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FNintendo%20GameCube I found this in epsxe config file : content://com.android.externalstorage.documents/tree/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FSony%20Playstation/document/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FSony%20Playstation content://com.android.externalstorage.documents/tree/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FSony%20Playstation/document/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FSony%20Playstation%2FJeux%20hors%20database 4) PSP (ppsspp use SAF URL) I use ppsspp gold 1.12.3 Error message "invalid emulator" with my old parameters (working before with android 9) rompath=/storage/SDCARD1/Hyperspin/Games/Sony PSP/ userompath=true exe=org.ppsspp.ppssppgold/org.ppsspp.ppsspp.PpssppActivity romextension=iso,ISO,cso,CSO parameters= With this parameters hyperspin open standalone emulator ppsspp gold... rompath=/storage/SDCARD1/Hyperspin/Games/Sony PSP/ userompath=true exe=org.ppsspp.ppssppgold/org.ppsspp.ppsspp.PpssppActivity romextension=iso,ISO,cso,CSO parameters=org.ppsspp.ppssppgold.Shortcuts I found this in ppsspp config file : [General] FirstRun = False RunCount = 34 Enable Logging = True AutoRun = True Browse = False IgnoreBadMemAccess = True CurrentDirectory = content://com.android.externalstorage.documents/tree/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FSony%20PSP/document/cb3946db-373a-b17a-890f-33f65d362921%3AGames%2FSony%20PSP ShowDebuggerOnLoad = False CheckForNewVersion = True So their are apparently 2 emulator type, 1) emulator with SAF URL 2) the others emulator with another method surely used with hyperspin ?
    2 points
  22. I would challenge anyone to argue that this is not the greatest retro gaming setup of all time.
    2 points
  23. Man, hyperspin for android is the reason why I bought the Nvidia Shield in the first place back in 2017. I took so much time and effort learning how customize and craft my own arcade experience. I learned how to swap out backgrounds, tweaking .ini files, hell I even created my own intros for it. There is nothing like the Hyperspin and the Nvidia Shield experience once you have everything up in running the way you like it. With that said, I hope an update is in the works.
    2 points
  24. Hi retrodevil, you can find many guides on how to configure HyperSpin around the forums. Keep in mind that currently HS is not working on Android 11+ Devices. Given that the original developer has returned to the forums and confirmed that he's working on a new version of HS able to launch modern versions od RetroArch, for all intents and purposes my hacked APK is on its way to retirement. I'll keep the download link available to the community until @reznnate publishes the fix, but I would recommend folks that aren't already invested in the HS ecosystem to skip the custom APK and wait for an official release.
    2 points
  25. Sorry the app was broken. I'm working on a quick update to fix compatibility. It's been years since I've looked at this so I'm running into various build/env issues and I don't have an ETA. It should be easy but I've already spent more hours than I expected. I'm expecting an update in 2-3 weeks, but that's not a promise since I'm uncertain about the fixes required yet. While I'm at it, I intend to fix the issue raised with Retroarch as well. Cheers!
    2 points
  26. Some of you might've noticed I mentioned my sit-down racing cabinet project in my Pure (4:3) universal theme announcement back in October. Well, the project has evolved a bit since then, so I thought I probably ought to start a dedicated thread chronicling the project... Rewind a bit to a couple of months ago, and I was fortunate enough to acquire a Cruis'n World cabinet from the wonderful folks at Pinball PA in great condition (although absolutely filthy, as it had been in their warehouse's basement for a bit). Side note: You really must visit Pinball PA if you're in the area - it is incredible. A 2-hour trip to Pittsburgh with the utility trailer in tow and 2 hours back, and the cabinet was mine. I even managed to dodged that day's rain showers, so the cabinet arrived home nice and dry. Then began the cleanup process, to rid the thing of "that old arcade game smell" - you know the funk I'm referring to: a combination of smoke tar, mold, dust and other crud. I bet I changed my wash bucket a dozen times and went through at least that many rags. It's still not quite as sparkly clean as I'd like, but it's about 1000% better than it was! The next stop was to my local e-cycling center, to see if I could find a good-quality and working 25" CRT to use for the visuals. To my amazement, I found not one, but three - for free, even! Score! Even better, while I was rummaging through the piles of old TVs, I discovered a stack of discarded office computers. Curiosity got the best of me, and buried in the stack I found what had to be a company mistake - a Dell Optiplex 3020 small form-factor desktop in absolutely pristine condition. i5 CPU and 8GB RAM, but no hard drive (e-cycling centers are obligated to destroy them due to privacy concerns). I had a spare 2TB hard drive, so that worked out fine, and the PC is perfectly sized for the cramped confines of the Cruis'n World cabinet, and plenty fast enough to run the games I planned to include. Then I did a little research online, to see if I could squeeze more performance out of the little monster on the cheap, because I'm greedy like that. To my delight, I was able to max out the RAM at 16GB and add a respectable low-profile video card (Radeon R7 250), and I now have a whole $70 wrapped up in the machine. It runs Forza Horizon 5 very well, so I'm stoked, and confident that it'll run everything else I want to include. Next up, CRT testing time! They're identical 2006-vintage Samsung models with a full host of inputs, including S-video and component. Since all 3 CRTs were laying in a very wet section of the yard, I let them air-dry for about a week (see the first photo), then began the process of opening each one for inspection and powering up after making sure all looked fine. Their cabinets were pretty beaten up, so I hoped their guts weren't as abused. To my surprise, the first one I tried was perfect. I ran the S-video feed over from my Gauntlet Legends cabinet for testing purposes and was amazed at how clear and crisp the picture was. I think it's even better than the awesome Toshiba 27" I have in the Gauntlet cab. I immediately decased the CRT and mounted it in the Cruis'n World cabinet. You can see how it looks in the second photo. Fantastic, but a long way to go! I tested the other two CRTs - one's in equally great working order, and one's DOA. Hey, two out of three ain't bad! I stashed the other working CRT in a cool, dry place for possible future use. Control-wise, I'm mounting the Logitech G920 wheel, pedals and shifter I was using with my Xbox Series X to the cabinet. I don't have photos of that process, but I'll add pics once the controls are all in place. Here's the very slick Xbox 360 controller emulation app I'm using to make non-wheel games work as if they had wheel support. So cool. Now for the real meat-and-potatoes of the project: the games. I've spent the last couple of months methodically curating, installing and testing all the games I want in this beast. I decided the total will be 500 - no more, no less. What better number for a racing cabinet? Some games had to be discarded due to not working offline (Forza Motorsport 7), not being emulated well enough yet, or not playing nice with the 4:3 aspect. Surprisingly, a lot of very recent PC racing games work very well in 4:3 aspect. Who'd have guessed? In that time, I've also created a custom universal theme to tie the arcade, console, and PC games together visually in HyperSpin (see the link at the top of this post), and I've gathered logo wheels for each game and gathered/created video previews for each as well. That's been a job, and I'm glad it's done. I've attached the 500-game database as it stands right now. I don't anticipate major changes to it, but I'm still discovering racing games I want to include, so it'll probably continue to evolve as time goes on. I love me some racing games, as you can probably tell. If you have questions, ask away! Thanks for reading. More to come! CruisnWorld.xml
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  27. It was a 15-minute manual process using Notepad++ Find/Mark features to add clones to AAE.xml. Pulled the info from r0man0 ini and made genre xmls AAE XML (Clones + RM ini).zip I only tested Asteroids but it looks like everything is working
    1 point
  28. Great read and great story ! I can't wait to read the future updates. I have a few questions if you don't mind: I assume you have bought the whole cabinet, with the chair and the wheel. So will it be quite dificult to adapt the 920 wheel and pedals to the cabinet in terms of space available ? You will use a crt monitor to play modern racing games. I really hope you will share videos once you are finished. Forza in 4:3 with scanlines must be something really intriguing to watch ! Have you already setup the controls of all your games ? In particular does x360ce works well with the emus that requires it (the ones where you can't setup a wheel) ?. I have only used this nice little program for pc racing games that doesn't work with a wheel. Thanks again for sharing your experience. I have my own setup ready to be taken care of but I always postpone the moment I will start to make a nice hyperspin wheel. Probably because I have the ambition to cover as much racing games as possible as long as they can work with a wheel. Your choice of limiting the amount to 500 is probably the right one. Seeing your progress and the solutions you have chosen is a great motivation though ! Thanks in advance for your answers.
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  29. I would love to know too. I paid for a membership and want to sync my media. But I can't get it to work without connecting to HyperSync too. I need my pretty frontend files updated
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  30. Thats right ,I was wrong ,the games Im trying to get them to show up are non oficial roms , these not could be clones ,but the question comes again , it is posible to link in any way hyperspin and rocket launcher (hbmame) and make them works if the non oficial roms are in just 1 zip file as example I got kof2002 but its size is 3.5 gb
    1 point
  31. It's possible Ryuzacky uncovered another use for HBMAME. I might experiment with that. I like learning new emulation methods. I have been aware of the rom mapping feature but haven't used it yet. I've been wanting to split some mame roms that are dedicated consoles with multiple games into separate games with their own autoload save states. As far as I know, MAME can't launch them with alternate names but Rom Mapping it might work. If I figure it out, I will make a post to show the process.
    1 point
  32. what took you so long Andyman this is long overdue congrats
    1 point
  33. I am moving this topic to this post: Ongoing RetroArch (MAME Software List) Project
    1 point
  34. @pmindemann if u have questions just ask on here so u dont spend 2 hours trying to figure it out.....most ppl on here don't talk much but are pretty advanced in android....I myself don't talk much anymore but I've setup pretty much everything that is possible on android....now I just focus on vintage computers from the mame software list....fyi you can setup both neogeo mvs and aes easily with the proper themes....the main difference is mvs will show "insert coin" while the aes will show "press start"....the average person will never know the difference but the purist will 😆
    1 point
  35. If hyperspin developpers don't have time or don't know how to do this android mod apk update. So yes why don't ask help to others interesting developpers, or just paid some developpers for do the job. I think the hyperspin community can give some money for do this update and many people would be happy for a new working hyperspin version. It's an idea, but please do something, don't let hyperspin die.
    1 point
  36. Hi, I was able to do some testing with my hyperspin set. The good news is that the version of retroarch I'm using (1.77) works fine without any modification. All cores launch correctly from hyperspin. The irata emulator in standelone (atari jaguar) and hatari (atari st) also works. However, the other emulators (snes9x, all .emu, yaba san shiro, redream, ppsspp ...) do not launch from hyperspin.
    1 point
  37. Hi, I may have a clue with the Mame4Droid emulator that refuses to launch from hyperspin. I installed the stanley application to see the activities. There is a change: com.seleuco.mame4droid/com.seleuco.mame4droid.MAME4droid seems to be gone. Instead we find things like : Action : android.name=android intent.action.MAIN or : CATEGORY : android.name=android.intent.category.LAUNCHER and other things....
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  38. I connected my NAS today and confirmed the new Google/Shield OS version broke the ability for Hyperspin to scan the /storage folder for new paths and hyperspin folders. The fix for USB was to scan device IDs and then build the search path from that. The fix for NAS storage will involve adding the ability to specify the path directly in settings.ini.
    1 point
  39. like @rambo32 and @CHIPPOSHIVA appear to have some success launching Yes i don't understand how it is possible ? If they can give us more infos for help other, where is their Hyperspin folder ? on a nas ? an usb ? what path folder they use ? android tv version ? android version ? ... Thanks for the community help and thanks to reznnate
    1 point
  40. Sorry my last post was for give an idea to reznnate reznnate must do this modification to hyperspin if we want an working hyperspin Authorisation only to app was the old method used for android 9 For android 11 Authorisation, hyperspin need authorisations to app, reznnate do it with this new apk, but need too an authorisation by an user action on the folder,it is necessary, this action was made with a dialog box in the new android 11 system file where you scroll file like with a mouse, and after the folder choice, a dialog box for authorisation was open, it is here than the user give the authorisation on the folder. without this their is no authorisation on the hyperspin folder. Android 11 need this 2 step and reznnate do only 1 of this because it's the old android 9 method, it's only what i think after reading many articles on android 11.
    1 point
  41. Let me know if you find something in hyperspin changed (possible, but less likely) or if it's related to .ini or those emulators behaving differently. For example, I've noticed emulators that haven't been updated cannot properly browse external media. 😞 Be sure the emulators have permissions giving them access to external storage (in Android TV settings->apps->permissions) In summary.... some of the key changes made for this build of Hyperspin include: 1. both 32b and 64b binaries... meaning that new 64b libraries (ffmpeg) are used as well (on Shield TV pro). 2. updated Android sdk version and life-cycle that addresses launch/return behavior and changes to external storage behavior and permissions 3. a few bug fixes
    1 point
  42. Some news from developer please ? Thanks for all
    1 point
  43. What's the update on the hyperspin fix to work on Android 11 for the nvidea shield? Thanks for any info.
    1 point
  44. Well this topic it’s pointless and a little abusive. Locked
    1 point
  45. Some users reported that old sxs.dll into HS folder works also on 20H2, please try it and check windows defender exception, with version change it may tends to reset rules.
    1 point
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