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GalaxieGames

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Everything posted by GalaxieGames

  1. 33 downloads

    Modeler est un émulateur arcade Sega : System 32, System 32 Multi & Model 1.
  2. 35 downloads

    MEmu := "Sega Model 2 Emulator" MEmuV := "v1.0" MURL := ["http://nebula.emulatronia.com/"] MAuthor := ["djvj","ghutch92"] MVersion := "2.0.9" MCRC := "14EECBD4" iCRC := "3732EFE4" MID := "635175648125374429" MSystem := ["Sega Model 2"] ;---------------------------------------------------------------------------- ; Notes: ; Manually launch the Sega Model 2 Emulator. ; Under Video enable "auto switch to fullscreen". ; model2.zip must exist in your rom path which contains the needed bios files for the system. ; Module settings overwrite what you have set in the emulator itself. ; ; For Multiplayer Support: ; To enable the linked games support, set Link_Enabled to true in the module settings in RocketLauncherUI ; The module has an internal list of games that it will only enable it for. Not all of the games work in this emu. See below for more info. ; ; 1.) Multiplayer does not work when the emulator is launched using the same executable in the same path. ; 2.) Multiplayer only works if player 1 is set to be in master mode and players 2-4 are set to be in slave mode. (this info is stored in the emupath\NVDATA folder, press F2 to set in game) ; 3.) Singleplayer only works if player 1 is set to be in single mode. (this info is stored in the emupath\NVDATA folder, press F2 to set in game) ; 4.) Only the active window accepts keyboard input. ; ; Fixed Issue 1 by having folders in the emupath named Player 2, Player 3, and Player 4 and within each of these folsers there are separate installs of sega model 2 emulator. ; Fixed Issue 2 and 3 for Player 1 by having a folder named "Multi" in the NVDATA folder for multiplayer dat files and a folder name "Single" in the NVDATA folder for single player dat files. ; Fixed Issue 4 by activating the first player window so first player always has the keyboard and players 2-4 have to use a joystick(gamepad). ; ;Games that have a working link: ; daytona,daytonagtx,daytonam,daytonas,daytonat,indy500,indy500d,manxtt,motoraid,skisuprg,srallyc,srallycb,srallyp,stcc,stcce,von,vonj,waverunr ; ; overrev and sgt24h both look like they can support link but I couldn't get it working, because I think m2emulator uses a linking hack to get these games to work in stand alone mode. ; Still need to see if waverunr, stcc, stcce, von, and vonj can link, I couldn't get these working, I think my processor is the issue here. Saw video of stcc & waverunr link working though. ; von and vonj can only do a 2 player link ;---------------------------------------------------------------------------- StartModule() BezelGUI() settingsFile := modulePath . "\" . moduleName . ".ini" linkEnabled := IniReadCheck(settingsFile, "Settings|" . romName, "Link_Enabled", "false",,1) demulShooterEnabled := IniReadCheck(settingsFile, "Settings|" . romName, "DemulShooterEnabled", "false",,1) SplitScreen2PlayersMode := IniReadCheck(settingsFile, "Settings", "SplitScreen_2_Players","Vertical",,1) ;horizontal or vertical SplitScreen3PlayersMode := IniReadCheck(settingsFile, "Settings", "SplitScreen_3_Players","P1top",,1) ; For Player1 screen to be on left: P1left. For Player1 screen to be on top: P1top. For Player1 screen to be on bottom: P1bottom. For Player1 screen to be on right: P1right. If romName in daytona,daytonagtx,daytonam,daytonas,daytonat,indy500,indy500d,manxtt,motoraid,skisuprg,srallyc,srallycb,srallyp,stcc,stcce,von,vonj,waverunr If (linkEnabled = "true") { Log("Module - Link mode enabled") linkEnabledGame := 1 } If linkEnabledGame If (romName = "von") or (romName = "vonj") SelectedNumberofPlayers := NumberOfPlayersSelectionMenu(2) Else SelectedNumberofPlayers := NumberOfPlayersSelectionMenu(4) FadeInStart() fullscreen := IniReadCheck(settingsFile, "Settings", "Fullscreen","true",,1) fullScreenWidth := IniReadCheck(settingsFile, "Settings", "FullScreenWidth",A_ScreenWidth,,1) fullScreenHeight := IniReadCheck(settingsFile, "Settings", "FullScreenHeight",A_ScreenHeight,,1) emupath2 := IniReadCheck(settingsFile, "Settings", "Player2_EmulatorPath",emupath . "\Player 2",,1) ;must be a unique path to same version of the emulator emupath3 := IniReadCheck(settingsFile, "Settings", "Player3_EmulatorPath",emupath . "\Player 3",,1) ;must be a unique path to same version of the emulator emupath4 := IniReadCheck(settingsFile, "Settings", "Player4_EmulatorPath",emupath . "\Player 4",,1) ;must be a unique path to same version of the emulator CheckFile(romPath . "\model2.zip","Could not locate ""model2.zip"" which contains the bios files for this emulator. Please make sure it exists in the same folder as your roms.") m2Ini := CheckFile(emuPath . "\EMULATOR.INI") m2RomDir1 := IniReadCheck(m2Ini, "RomDirs", "Dir1",,,1) If (m2RomDir1 != romPath) IniWrite, %romPath%, %m2Ini%, RomDirs, Dir1 ; write the correct romPath to the emu's ini so the user does not need to define this If SelectedNumberofPlayers > 1 BezelStart(SelectedNumberofPlayers) Else BezelStart() hideEmuObj := Object("AHK_class MYWIN",1) ; Hide_Emu will hide these windows. 0 = will never unhide, 1 = will unhide later 7z(romPath, romName, romExtension, 7zExtractPath) ; Write settings to m2's ini file - this needs to change also IniWrite, % (If fullscreen = "true" ? 1 : 0), %m2Ini%, Renderer, AutoFull IniWrite, %fullScreenWidth%, %m2Ini%, Renderer, FullScreenWidth IniWrite, %fullScreenHeight%, %m2Ini%, Renderer, FullScreenHeight If (demulShooterEnabled = "true") { ; If demulshooter is enabled for this game, launch it with relevant options demulShooterTarget := StringUtils.Contains(executable,"multicpu") ? "model2m" : "model2" DemulShooterExe := New DemulShooter() DemulShooterExe.Launch(demulShooterTarget,romName,"-noresize") } If (SelectedNumberofPlayers = 1 || !linkEnabledGame) { ; Changing Cabinent Settings for player 1 this is because we will need to switch between master controller mode and single mode ; this info is stored in the NVDATA folder ; store single player settings in the NVDATA\Single folder and the Multiplayer Settings in the NVDATA\Multi folder If (FileExist(emupath . "\NVDATA\Single\" . romName . ".DAT") && linkEnabledGame) { Log("Overwriting " . emupath . "\NVDATA\" . romName . ".DAT with " . emupath . "\NVDATA\Single\" . romName . ".DAT") FileCopy,%emupath%\NVDATA\Single\%romName%.DAT,%emupath%\NVDATA,1 } HideEmuStart() ; This fully ensures windows are completely hidden even faster than winwait Run(executable . A_Space . romName, emuPath, "Hide") ; Hides the emulator on launch. When bezel is enabled, this helps not show the emu before the rom is loaded WinWait("ahk_class MYWIN",,,"Model 2 Emulator") ;WinWaitActive("ahk_class MYWIN",,,"Model 2 Emulator") ;this line only works if fade in is enabled Sleep, 1000 ; Increase if your Front End is getting a quick flash in before the game loads } Else { ;screen positions If (SelectedNumberofPlayers = 2) If SplitScreen2PlayersMode = Vertical X1 := 0 , Y1 := 0 , W1 := A_ScreenWidth//2 , H1 := A_ScreenHeight , X2 := A_ScreenWidth//2 , Y2 := 0 , W2 := A_ScreenWidth//2 , H2 := A_ScreenHeight Else X1 := 0 , Y1 := 0 , W1 := A_ScreenWidth , H1 := A_ScreenHeight//2 , X2 := 0 , Y2 := A_ScreenHeight//2 , W2 := A_ScreenWidth , H2 := A_ScreenHeight//2 Else If (SelectedNumberofPlayers = 3) If SplitScreen3PlayersMode = P1left X1 := 0 , Y1 := 0 , W1 := A_ScreenWidth//2 , H1 := A_ScreenHeight , X2 := A_ScreenWidth//2 , Y2 := 0 , W2 := A_ScreenWidth//2 , H2 := A_ScreenHeight//2 , X3 := A_ScreenWidth//2 , Y3 := A_ScreenHeight//2 , W3 := A_ScreenWidth//2 , H3 := A_ScreenHeight//2 Else If SplitScreen3PlayersMode = P1bottom X1 := 0 , Y1 := A_ScreenHeight//2 , W1 := A_ScreenWidth , H1 := A_ScreenHeight//2 , X2 := 0 , Y2 := 0 , W2 := A_ScreenWidth//2 , H2 := A_ScreenHeight//2 , X3 := A_ScreenWidth//2 , Y3 := 0 , W3 := A_ScreenWidth//2 , H3 := A_ScreenHeight//2 Else If SplitScreen3PlayersMode = P1right X1 := A_ScreenWidth//2 , Y1 := 0 , W1 := A_ScreenWidth//2 , H1 := A_ScreenHeight , X2 := 0 , Y2 := 0 , W2 := A_ScreenWidth//2 , H2 := A_ScreenHeight//2 , X3 := 0 , Y3 := A_ScreenHeight//2 , W3 := A_ScreenWidth//2 , H3 := A_ScreenHeight//2 Else ; top X1 := 0 , Y1 := 0 , W1 := A_ScreenWidth , H1 := A_ScreenHeight//2, X2 := 0 , Y2 := A_ScreenHeight//2 , W2 := A_ScreenWidth//2 , H2 := A_ScreenHeight//2, X3 := A_ScreenWidth//2 , Y3 := A_ScreenHeight//2 , W3 := A_ScreenWidth//2 , H3 := A_ScreenHeight//2 Else X1 := 0 , Y1 := 0 , W1 := A_ScreenWidth//2 , H1 := A_ScreenHeight//2 , X2 := A_ScreenWidth//2 , Y2 := 0 , W2 := A_ScreenWidth//2 , H2 := A_ScreenHeight//2 , X3 := 0 , Y3 := A_ScreenHeight//2 , W3 := A_ScreenWidth//2 , H3 := A_ScreenHeight//2 , X4 := A_ScreenWidth//2 , Y4 := A_ScreenHeight//2 , W4 := A_ScreenWidth//2 , H4 := A_ScreenHeight//2 HideEmuStart() ; This fully ensures windows are completely hidden even faster than winwait ;this loop is for error checking since this emulator needs multiple instances of the emulator starting from different locations to run Loop, %SelectedNumberofPlayers% { LinkedEmuPath := (A_Index = 1) ? (emupath) : (emupath%A_Index%) CheckFile(LinkedEmuPath . "\" . executable) CheckFile(LinkedEmuPath . "\EMULATOR.INI") } ; Changing Cabinent Settings for player 1 this is because we will need to switch between master controller mode and single mode ; this info is stored in the NVDATA folder ; store single player settings in the NVDATA\Single folder and the Multiplayer Settings in the NVDATA\Multi folder If FileExist(emupath . "\NVDATA\Multi\" . romName . ".DAT") { Log("Overwriting " . emupath . "\NVDATA\" . romName . ".DAT with " . emupath . "\NVDATA\Multi\" . romName . ".DAT") FileCopy,%emupath%\NVDATA\Multi\%romName%.DAT,%emupath%\NVDATA,1 } Loop, %SelectedNumberofPlayers% { LinkedEmuPath := (A_Index = 1) ? (emupath) : (emupath%A_Index%) m2ini := LinkedEmuPath . "\EMULATOR.INI" ;no need to checkfile it here since it's already been done m2RomDir1 := IniReadCheck(m2Ini, "RomDirs", "Dir1",,,1) If (m2RomDir1 != romPath) IniWrite, %romPath%, %m2Ini%, RomDirs, Dir1 ; write the correct romPath to the emu's ini so the user does not need to define this ; Removing Fullscreen IniWrite, 0, %m2Ini%, Renderer, AutoFull ; Creating the link IniWrite,127.0.0.1,%LinkedEmuPath%\m2network.ini,network,NextIp ;127.0.0.1 is local address IniWrite,% (1978 + A_Index - 1),%LinkedEmuPath%\m2network.ini,network,RxPort ;Recieving port ;the last player sends information to the first player completing the circle IniWrite,% (If (A_Index = SelectedNumberofPlayers) ? 1978 : (1978 + A_Index)),%LinkedEmuPath%\m2network.ini,network,NextPort ;Sending Port Run(executable . A_Space . romName, LinkedEmuPath, "Hide",Screen%A_Index%PID) WinWait("ahk_pid " . Screen%A_Index%PID) WinGet, Screen%A_Index%ID, ID, % "ahk_pid " . Screen%A_Index%PID If Fullscreen = true { WinSet, Style, -0xC00000, % "ahk_id " . Screen%A_Index%ID ToggleMenu(Screen%A_Index%ID) WinSet, Style, -0xC40000, % "ahk_id " . Screen%A_Index%ID currentScreen := A_Index Log("Moving window " . currentScreen . " to " . X%currentScreen% . "`," . Y%currentScreen% . " with W" . W%currentScreen% . " H" . H%currentScreen%) WinMove, % "ahk_id " . Screen%currentScreen%ID, , % X%currentScreen%, % Y%currentScreen%, % W%currentScreen%, % H%currentScreen% ;check If window moved timeout := A_TickCount Loop { WinGetPos, X, Y, W, H, % "ahk_id " . Screen%currentScreen%ID If (X=X%currentScreen%) and (Y=Y%currentScreen%) and (W=W%currentScreen%) and (H=H%currentScreen%) break If (timeout<A_TickCount-2000) Break Sleep, 50 WinMove, % "ahk_id " . Screen%currentScreen%ID, , % X%currentScreen%, % Y%currentScreen%, % W%currentScreen%, % H%currentScreen% } } Sleep, 50 } } BezelDraw() HideEmuEnd() If (SelectedNumberofPlayers = 1 || !linkEnabledGame) { WinShow, ahk_class MYWIN ; Show the emulator } Else { Loop %SelectedNumberofPlayers% WinShow, % "ahk_id " . Screen%a_index%ID ; Show the emulator WinActivate, ahk_id %Screen1ID% ; activate first player window so that first player can use keyboard instead of last player } ;I find that the fade in exit looks better after the winshow lines FadeInExit() Process("WaitClose", executable) BezelExit() FadeOutExit() ExitModule() CloseProcess: FadeOutStart() If (demulShooterEnabled = "true") { DemulShooterExe.Close() } If (SelectedNumberofPlayers>1) { Loop, %SelectedNumberofPlayers% { WinClose("ahk_id " . Screen%A_Index%ID) WinWaitClose("ahk_id " . Screen%A_Index%ID) } } Else WinClose("AHK_class MYWIN") Return
  3. 59 downloads

    https://9alaxie9ames.blogspot.com/2024/07/winuaeloader.html
  4. GalaxieGames

    ZiNc

    42 downloads

  5. 30 downloads

    MEmu := "Cemu" MEmuV := "v1.7.0" MURL := ["http://cemu.info/"] MAuthor := ["djvj"] MVersion := "1.0.5" MCRC := "" iCRC := "" MID := "" MSystem := ["Nintendo Wii U"] ;---------------------------------------------------------------------------- ; Notes: ; Make sure the keys.txt in the emu root folder contains a Wii U common key. ; Do not ask where to get this, it's your job to figure this out. ;---------------------------------------------------------------------------- StartModule() BezelGUI() FadeInStart() primaryExe := new Emulator(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle("Cemu","wxWindowNR")) ; instantiate primary emulator window object Fullscreen := moduleIni.Read("Settings", "Fullscreen","true",,1) hideEmuObj := Object(emuPrimaryWindow,1) 7z(romPath, romName, romExtension, sevenZExtractPath) BezelStart("FixResMode") HideAppStart(hideEmuObj,hideEmu) If (Fullscreen = "true") Params := " -f" primaryExe.Run(Params . " -g """ . romPath . "\" . romName . romExtension . """") emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() ;If (fullscreen = "true") ; emuPrimaryWindow.MenuSelectItem("Options","Fullscreen") ; Load image ; emuPrimaryWindow.WinMenuSelectItem("File","Load") ; OpenROM("Open file to launch", romPath . "\" . romName . romExtension) ; emuPrimaryWindow.WaitActive() BezelDraw() HideAppEnd(hideEmuObj,hideEmu) FadeInExit() primaryExe.Process("WaitClose") 7zCleanUp() BezelExit() FadeOutExit() ExitModule() CloseProcess: FadeOutStart() emuPrimaryWindow.Close() ExitApp Return
  6. 48 downloads

    MEmu := "AAE" MEmuV := "vAlpha87u2 (12/13/08)" MURL := ["http://pages.suddenlink.net/aae/"] MAuthor := ["djvj"] MVersion := "2.0.7" MCRC := "581D521B" iCRC := "78B83C3" MID := "635038268873928953" MSystem := ["AAE"] ;---------------------------------------------------------------------------- ; Notes: ; To apply the updates, first extract the aae092808.zip to its own folder. Then extract aaeu1.zip (10/26/08 build) on top of it overwriting existing files. Do this again for aaeu2.zip (12/13/08 build) ; 12/13/08 release crashes on launch if you have joysticks plugged in or virtual joystick drivers like VJoy installed. If you cannot change this, use AAE from 10/26/08. ; Open your aae.log if it crashes and if it's filled with joystick control info, you need to unplug one joystick at a time until it stops happening. ; Even just having your 360 controller receiver in can crash the exe. Nothing you can do except use another emu or always know to unplug your controllers. ; In the aae.ini, If mame_rom_path has a # before it, remove it. ; You can start the emu and press TAB to set some options. ; If you want to change your exit key within AAE, launch the emu manually (w/o a game) and hit Tab. Then goto Keyboard Config -> Quit (at bottom). ;---------------------------------------------------------------------------- StartModule() BezelGUI() FadeInStart() primaryExe := new Emulator(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle(,"AllegroWindow")) ; instantiate primary emulator window object emuRestoreWindow := new Window(new WindowTitle(,"#32770"),"Crap") Fullscreen := moduleIni.Read("settings", "Fullscreen","true",,1) ; true (fake full screen), false (Windowed mode) and Fullscreen (normal fullscreen. Do not work with Pause.) bezelMode := moduleIni.Read(romName . "|Settings", "BezelMode","Layout",,1) ; "Layout" or "FixResMode" Artwork_Crop := moduleIni.Read(romName . "|Settings", "Artwork_Crop", "1",,1) Use_Artwork := moduleIni.Read(romName . "|Settings", "Use_Artwork", "1",,1) Use_Overlays := moduleIni.Read(romName . "|Settings", "Use_Overlays", "1",,1) Exit_Mode := moduleIni.Read("Settings", "Exit_Mode", "WinClose",,1) aaeINI := new IniFile(emuPath . "\aae.ini") aaeINI.CheckFile() ; Enabling Bezel components aaeINI.Write(Use_Artwork, "main", "artwork") aaeINI.Write(Use_Overlays, "main", "overlay") aaeINI.Write(Artwork_Crop, "main", "artcrop") If (bezelEnabled = "true") If (bezelMode = "FixResMode") ; RocketLauncher Bezels { BezelStart() aaeWidth := Round(bezelScreenWidth) aaeHeight := Round(bezelScreenHeight) aaeINI.Write(aaeWidth, "main", "screenw") aaeINI.Write(aaeHeight, "main", "screenh") aaeINI.Write(0, %aaeINI%, "main", "bezel") } Else ; AAE Built-In Bezels aaeINI.Write(1, %aaeINI%, "main", "bezel") Else ; No Bezels aaeINI.Write(0, "main", "bezel") ; Creating fake fullscreen mode if fullscreen is true because Pause is not compatible with AAE fullscreen mode. currentFullScreen := aaeINI.Read("main","windowed") If (currentFullScreen = 0) && (Fullscreen != "Fullscreen") { ; Windowed mode aaeINI.Write(1, "main", "windowed") aaeINI.Write(A_ScreenWidth, "main", "screenw") aaeINI.Write(A_ScreenHeight, "main", "screenh") } Else If (currentFullScreen = 1) and (Fullscreen = "Fullscreen") ; Real fullscreen mode aaeINI.Write(0, "main", "windowed") If (Fullscreen = "true") { ; Fake fullscreen mode aaeINI.Write(A_ScreenWidth, "main", "screenw") aaeINI.Write(A_ScreenHeight, "main", "screenh") } hideEmuObj := Object(emuRestoreWindow,0,emuPrimaryWindow,1) 7z(romPath, romName, romExtension, sevenZExtractPath) aaeINI.Write(romPath, "main", "mame_rom_path") ; Update AAE's rom path so it's always correct and also works with 7z HideAppStart(hideEmuObj,hideEmu) primaryExe.Run(" " . romName) emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() If (Fullscreen = "true"){ TimerUtils.Sleep(200) emuPrimaryWindow.RemoveTitleBar() } BezelDraw() HideAppEnd(hideEmuObj,hideEmu) FadeInExit() primaryExe.Process("WaitClose") 7zCleanUp() BezelExit() FadeOutExit() ExitModule() RestoreEmu: timeout := A_TickCount Loop { errLvl := emuRestoreWindow.Close() If (!errLvl || timeout < A_TickCount - 3000) Break TimerUtils.Sleep(50) } Return CloseProcess: FadeOutStart() If (Exit_Mode = "ProcessClose") primaryExe.Process("Close") Else emuPrimaryWindow.Close() Return
  7. 38 downloads

    MEmu := "Dice" MEmuV := "v0.9" MURL := ["http://adamulation.blogspot.com/"] MAuthor := ["djvj"] MVersion := "2.0.2" MCRC := "6738B80A" iCRC := "1E716C97" MID := "635038268883967308" MSystem := ["DICE"] ;---------------------------------------------------------------------------- ; Notes: ; Create 4 txt files in the emu dir, one each for Gotcha, Pong, Rebound and SpaceRace. ; romExtension should be txt ; Point both emu and rom dirs to the dir that contains Dice.exe ; Dice stores its config in your user dir: C:\Users\username\AppData\Roaming\dice ;---------------------------------------------------------------------------- StartModule() BezelGui() FadeInStart() settingsFile := modulePath . "\" . moduleName . ".ini" Fullscreen := IniReadCheck(settingsFile, "Settings", "Fullscreen","true",,1) BezelStart() hideEmuObj := Object("DICE ahk_class phoenix_window",1) ; Hide_Emu will hide these windows. 0 = will never unhide, 1 = will unhide later 7z(romPath, romName, romExtension, 7zExtractPath) StringLower, romName, romName ; the rom's name must be passed lowercase to the emu otherwise it doesn't work fullscreen := If fullscreen = "true" ? "" : " -window" HideEmuStart() Run(executable . " " . romName . fullscreen, emuPath, "Hide") ; need Hide here otherwise the app pops into view over our GUI WinWait("DICE ahk_class phoenix_window") Control, Hide, , msctls_statusbar321, DICE ahk_class phoenix_window ; Removes the StatusBar WinActivate, DICE ahk_class phoenix_window ; dice 0.8 does not give focus properly, this ensures it gets focus WinWaitActive("DICE ahk_class phoenix_window") ; dice 0.8 has a status bar at the bottom Control, Hide, , msctls_statusbar321, DICE ahk_class phoenix_window ; Removes the StatusBar BezelDraw() Sleep, 1000 ; small sleep required ottherwise your Front End can flash back into view HideEmuEnd() FadeInExit() Process("WaitClose", executable) 7zCleanUp() BezelExit() FadeOutExit() ExitModule() CloseProcess: FadeOutStart() WinClose("DICE ahk_class phoenix_window") Return
  8. GalaxieGames

    Citra

    41 downloads

    Citra (emulator) 2014–2024 Icon Citra was discontinued on March 4, 2024, following a lawsuit by Nintendo. MEmu := "Citra" MEmuV := "2015-08-01" MURL := ["http://citra-emu.org/"] MAuthor := ["djvj"] MVersion := "1.0" MCRC := "" iCRC := "" MID := "" MSystem := ["Nintendo 3DS"] ;---------------------------------------------------------------------------- ; Notes: ; Roms must be decrypted to run in the emu ; See here for a guide on decrypting games you own: https://gbatemp.net/threads/tutorial-how-to-decrypt-extract-rebuild-3ds-roms-run-xy-oras-without-update.383055/ ;---------------------------------------------------------------------------- StartModule() BezelGUI() FadeInStart() ; settingsFile := modulePath . "\" . moduleName . ".ini" ; Fullscreen := IniReadCheck(settingsFile, "Settings", "Fullscreen","true",,1) BezelStart() hideEmuObj := Object("Select ahk_class ConsoleWindowClass",0,"Citra ahk_class Qt5QWindowIcon",1) ; Hide_Emu will hide these windows. 0 = will never unhide, 1 = will unhide later 7z(romPath, romName, romExtension, 7zExtractPath) HideEmuStart() Run(executable . " """ . romPath . "\" . romName . romExtension . " """, emuPath) WinWait("Citra ahk_class Qt5QWindowIcon") SetTitleMatchMode, 2 WinWaitActive("Citra ahk_class Qt5QWindowIcon") Send {f11} BezelDraw() HideEmuEnd() FadeInExit() Process("WaitClose", executable) 7zCleanUp() BezelExit() FadeOutExit() ExitModule() CloseProcess: FadeOutStart() WinClose("Citra ahk_class Qt5QWindowIcon") Return
  9. GalaxieGames

    Xenia

    80 downloads

    MEmu := "Xenia" MEmuV := "v1.0.0" MURL := ["http://xenia.jp/"] MAuthor := ["drik333","Dime333"] MVersion := "1.0.4" MCRC := "" iCRC := "" MID := "" MSystem := ["Microsoft Xbox 360","Microsoft Xbox Live Arcade"] ;---------------------------------------------------------------------------- ; Notes: ; Set Skip Checks to Rom Extension. ; You need to use the emulator in portable mode. You can do this by creating a file called "portable.txt" and placing it in the emu folder. ; The module is able to launch iso files and extracted games. ; For extracted games, you have to name the folders of the games like your database. To see these games in RLUI, create blank txt files named like ; your database and edit iso|txt|xex as Rom Extensions in RLUI. Or you can make zip files of each game and set the compression to "uncompressed" for ; fast load times. ;---------------------------------------------------------------------------- StartModule() BezelGUI() FadeInStart() primaryExe := new Emulator(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle("Xenia","XeniaWindowClass")) ; instantiate primary emulator window object Fullscreen := moduleIni.Read(romName . "|Settings", "Fullscreen","true",,1) gpu := moduleIni.Read(romName . "|Settings", "GPU","D3D12",,,1) draw_resolution_scale := moduleIni.Read(romName . "|Settings", "Draw_resolution_scale","1280x720",,,1) d3d12_readback_resolve := moduleIni.Read(romName . "|Settings", "D3D12_readback_resolve","false",,1) auto_clear_runtime_caches := moduleIni.Read(romName . "|Settings", "Auto_clear_runtime_caches","true",,1) max_queued_frames := moduleIni.Read(romName . "|Settings", "Max_queued_frames","4",,,1) break_on_unimplemented_instructions := moduleIni.Read(romName . "|Settings", "Break_on_unimplemented_instr.","true",,1) protect_zero := moduleIni.Read(romName . "|Settings", "Protect_zero","true",,1) scribble_heap := moduleIni.Read(romName . "|Settings", "Scribble_heap","false",,1) If StringUtils.InStr(executable,"canary") { config := new IniFile(emuPath . "\xenia-canary.config.toml") } Else { config := new IniFile(emuPath . "\xenia.config.toml") } hideEmuObj := Object(emuPrimaryWindow,1) 7z(romPath, romName, romExtension, sevenZExtractPath) BezelStart() HideAppStart(hideEmuObj,hideEmu) ExtractedGamePath := "\" . romName . "\default.xex" ExtractedGameFile := new File(romPath . ExtractedGamePath) If (gpu = "D3D12") { config.Write(" ""d3d12""", "GPU", "gpu ") } Else { config.Write(" ""vulkan""", "GPU", "gpu ") } If (draw_resolution_scale = "1280x720") { config.Write(" 1", "GPU", "draw_resolution_scale_x ") config.Write(" 1", "GPU", "draw_resolution_scale_y ") } If (draw_resolution_scale = "2560x1440") { config.Write(" 2", "GPU", "draw_resolution_scale_x ") config.Write(" 2", "GPU", "draw_resolution_scale_y ") } If (draw_resolution_scale = "3840x2160") { config.Write(" 3", "GPU", "draw_resolution_scale_x ") config.Write(" 3", "GPU", "draw_resolution_scale_y ") } If (d3d12_readback_resolve = "false") { config.Write(" false", "D3D12", "d3d12_readback_resolve ") } Else { config.Write(" true", "D3D12", "d3d12_readback_resolve ") } If (max_queued_frames = "1") { config.Write(" 1", "APU", "max_queued_frames ") } If (max_queued_frames = "4") { config.Write(" 4", "APU", "max_queued_frames ") } If (max_queued_frames = "8") { config.Write(" 8", "APU", "max_queued_frames ") } If (max_queued_frames = "16") { config.Write(" 16", "APU", "max_queued_frames ") } If (max_queued_frames = "32") { config.Write(" 32", "APU", "max_queued_frames ") } If (max_queued_frames = "64") { config.Write(" 64", "APU", "max_queued_frames ") } If (break_on_unimplemented_instructions = "true") { config.Write(" true", "CPU", "break_on_unimplemented_instructions ") } Else { config.Write(" false", "CPU", "break_on_unimplemented_instructions ") } If (protect_zero = "true") { config.Write(" true", "Memory", "protect_zero ") } Else { config.Write(" false", "Memory", "protect_zero ") } If (scribble_heap = "false") { config.Write(" false", "Memory", "scribble_heap ") } Else { config.Write(" true", "Memory", "scribble_heap ") } If (Fullscreen = "true") { If (ExtractedGameFile.Exist()) { primaryExe.Run(" --fullscreen """ . romPath . "\" . romName . "\default.xex" """") } Else If (ExtractedGameFile !="") { primaryExe.Run(" --fullscreen """ . romPath . "\" . romName . romExtension . """") } } Else { If (ExtractedGameFile.Exist()) { primaryExe.Run("""" . romPath . "\" . romName . "\default.xex" """") } Else If (ExtractedGameFile !="") { primaryExe.Run("""" . romPath . "\" . romName . romExtension . """") } } emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() BezelDraw() HideAppEnd(hideEmuObj,hideEmu) FadeInExit() If (auto_clear_runtime_caches = "true") { Loop { Sleep 1000 Send {f5} Process, Exist, xenia.exe IF !errorlevel=1 Process, Exist, xenia_canary.exe IF !errorlevel=1 Goto, Continue else Sleep 1 } } else Sleep 1 Continue: primaryExe.Process("WaitClose") 7zCleanUp() BezelExit() FadeOutExit() ExitModule() CloseProcess: FadeOutStart() emuPrimaryWindow.Close() Return
  10. GalaxieGames

    Xemu

    96 downloads

    MEmu := "Xemu" MEmuV := "v0.6.0" MURL := ["https://xemu.app/"] MAuthor := ["emual"] MVersion := "1.0.0" MCRC := "" iCRC := "" MID := "" MSystem := ["Microsoft Xbox"] ;---------------------------------------------------------------------------- ; Notes: ; The module is able to launch ISO games. ; ;---------------------------------------------------------------------------- StartModule() BezelGUI() FadeInStart() primaryExe := new Emulator(emuPath . "\" . executable) ; instantiate emulator executable object primaryWindowClassName := "SDL_app" emuPrimaryWindow := new Window(new WindowTitle("xemu",primaryWindowClassName)) ; instantiate primary emulator window object Fullscreen := moduleIni.Read("Settings", "Fullscreen","true",,1) hideEmuObj := Object(emuPrimaryWindow,1) 7z(romPath, romName, romExtension, sevenZExtractPath) BezelStart("FixResMode") HideAppStart(hideEmuObj,hideEmu) If (Fullscreen = "true") primaryExe.Run(" -full-screen -dvd_path """ . romPath . "\" . romName . romExtension . """") Else primaryExe.Run(" -dvd_path """ . romPath . "\" . romName . romExtension . """") emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() BezelDraw() HideAppEnd(hideEmuObj,hideEmu) FadeInExit() primaryExe.Process("WaitClose") 7zCleanUp() BezelExit() FadeOutExit() ExitModule() CloseProcess: FadeOutStart() emuPrimaryWindow.Close() Return
  11. 89 downloads

    /To run the games in your language: _(Made in French)_ Pour l'émulateur pcsx2 certain jeux pour être en français doivent démarrer en "fullboot" (démarrage complet) par exemple god of war tandis que d'autre ISO de ma liste ne seront reconnu qu'en démarrage rapide. 1/ chercher dans le fichier .ahk dans notre cas D:\Hyperspin\Modules\Sony Playstation 2/Sony Playstation 2.ahk ouvrer le .ahk avec le bloc note ou clic droit modifier ;---------------------------------------------------------------------------- ; Sony Playstation 2 ; PCSX2 v0.9.8 ; by layer0730 chillinwater ; 1.0 ; ; Notes: ; remove all ";" below to enable blackscreen if needed ;---------------------------------------------------------------------------- ;\\\optional blackscreen\\\ Gui +AlwaysOnTop -Caption +ToolWindow Gui, color, 0 Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth% Run, %executable% "%romPath%%romName%%romExtension%" --fullscreen, %emuPath% Sleep, 1000 Gui Destroy ;kills optional blackscreen Process, WaitClose, %executable% ExitApp CloseProcess: sleep, 3000 Process, Close, hypersplash.exe Process, Close, %executable% return 2/ repérer les lignes de commandes de l'émulateur et rajouter la commande --fullboot pour que tous les jeux fassent un démarrage complet Run, %executable% "%romPath%%romName%%romExtension%" --fullboot --fullscreen, %emuPath% 3/ mettre une exception un peu comme excel avec une commade "si" ce qui donne : ;---------------------------------------------------------------------------- ; Sony Playstation 2 ; PCSX2 v0.9.8 ; by layer0730 chillinwater ; 1.0 ; ; Notes: ; remove all ";" below to enable blackscreen if needed ;---------------------------------------------------------------------------- ;\\\optional blackscreen\\\ Gui +AlwaysOnTop -Caption +ToolWindow Gui, color, 0 Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth% If ( romName = "Tekken 5" or romName = "CAPCOM VS SNK 2" or romName = "FINAL_FANTASY_12" or romName = "RAYMAN 3" or romName = "Rogue Galaxy" or romName = "Virtua Fighter 4 Evolution" ) { Run, %executable% "%romPath%%romName%%romExtension%" --fullscreen, %emuPath% } Else Run, %executable% "%romPath%%romName%%romExtension%" --fullboot --fullscreen, %emuPath% Sleep, 1000 Gui Destroy ;kills optional blackscreen Process, WaitClose, %executable% ExitApp CloseProcess: sleep, 3000 Process, Close, hypersplash.exe Process, Close, %executable% return EDIT : je voulais revenir sur mon but premier, à savoir avoir 2 configurations pour les controles (pour les jeux 1 joueur utiliser le 2eme joystique comme étant le 2eme stick de la manette une) 1/dans pcsx2 configurer 2 plugins "PAD" avec bien sur 2 configuration différentes, par exemple "LilyPad" pour une configuration 1 joueur (pour "FF12", "GOW",...) et "PadSSSPSX" pour une configuration 2 joueurs (pour "TEKKEN 5", "Virtua Fighter 4 Evolution") 2/ utiliser la commande --pad="chemin du plugin\nom du plugin" ce qui donne : Run, %executable% "%romPath%%romName%%romExtension%" --pad="D:\Hyperspin\Emulators\Sony Playstation 2\Plugins\LilyPad.dll"--fullscreen, %emuPath%ou Run, %executable% "%romPath%%romName%%romExtension%" --pad="D:\Hyperspin\Emulators\Sony Playstation 2\Plugins\PadSSSPSX.dll"--fullscreen, %emuPath% 3/ rajouter une exception (commande "if") et faire un mixe avec les commandes précédentes a noter que vous n’êtes pas obliger de préciser le plugin par défaut de votre pcsx2 ;---------------------------------------------------------------------------- ; Sony Playstation 2 ; PCSX2 v0.9.8 ; by layer0730 chillinwater ; 1.0 ; ; Notes: ; remove all ";" below to enable blackscreen if needed ;---------------------------------------------------------------------------- ;\\\optional blackscreen\\\ Gui +AlwaysOnTop -Caption +ToolWindow Gui, color, 0 Gui Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth% If ( romName = "Tekken 5" or romName = "CAPCOM VS SNK 2" or romName = "Virtua Fighter 4 Evolution" ) { Run, %executable% "%romPath%%romName%%romExtension%" --pad="D:\Hyperspin\Emulators\Sony Playstation 2\Plugins\PadSSSPSX.dll" --fullscreen, %emuPath% } Else If (romName = "FINAL_FANTASY_12" or romName = "RAYMAN 3" or romName = "Rogue Galaxy") { Run, %executable% "%romPath%%romName%%romExtension%" --fullscreen, %emuPath% } Else Run, %executable% "%romPath%%romName%%romExtension%" --fullboot --fullscreen, %emuPath% Sleep, 1000 Gui Destroy ;kills optional blackscreen Process, WaitClose, %executable% ExitApp CloseProcess: sleep, 3000 Process, Close, hypersplash.exe Process, Close, %executable% return pcsx2-v1.7.0-dev-1-g8f3b908e3-windows-x86.zip 51.45 Mo https://1fichier.com/?bw9em5mk55xriy2tgfaf MEmu := "PCSX2" MEmuV := "v1.7.0-dev-1" MURL := ["http://pcsx2.net/"] MAuthor := ["djvj"] MVersion := "" MCRC := "" iCRC := "" MID := "" MSystem := ["Sony PlayStation 2"] ;---------------------------------------------------------------------------- ; Notes: ; This module has many settings that can be controlled via RocketLauncherUI ; If you want to customize settings per game, add the game to the module's ini using RocketLauncherUI ; If you use Daemon Tools, make sure you have a SCSI virtual drive setup. Not a DT one. ; Tested Virtual Drive support with the cdvdGigaherz CDVD plugin. Make sure you set it to use your SCSI Virtual Drive letter. ; If the incorrect drive is used, the emu will boot to the bios screen and emu will hang in your running processes on exit and require it to be force closed ; Module will set the CdvdSource to Plugin or Iso depending on if you have Virtual Drive enabled or not. ; If you have any problems closing the emulator, make sure noGUI module setting in RocketLauncherUI is set to default or false. ; Most stable bios is Japan v01.00(17/01/2000) ; ; Per-game memory cards ; This module supports per-game memory cards to prevent them from ever becoming full ; To use this feature, set the PerGameMemoryCards to true in RocketLauncherUI ; You need to create a default blank memory card in the path you have defined in pcsx's ini found in section [Folders], key MemoryCards. ; Make sure one of the current memory cards are blank, then copy it in that folder and rename it to "default.ps2". The module will copy this file to a romName.ps2 for each game launched. ; The module will only insert memory cards into Slot 1. So save your games there. ; ; Linuz cdvd plugin stores its settings in the registry @ HKEY_CURRENT_USER\Software\PS2Eplugin\CDVD\CDVDiso ; ; v1.4.0 setup guide: https://www.youtube.com/watch?v=ovagz8UXFTU ; ; Run pcsx2 with the --help option to see current CLI parameters ; Known CLI options not currently supported by this module: ; --console forces the program log/console to be visible ; --portable enables portable mode operation (requires admin/root access) ; --elf=<str> executes an ELF image ; --forcewiz forces PCSX2 to start the First-time Wizard ;---------------------------------------------------------------------------- StartModule() BezelGUI() FadeInStart() primaryExe := new Emulator(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle(,"wxWindowNR"),,,"PCSX2") ; instantiate primary emulator window object emuGUIWindow := new Window(new WindowTitle("PCSX2","wxWindowNR")) emuLoadingWindow := new Window(new WindowTitle("Speed","wxWindowNR"),,"PCSX2") emuBootingWindow := new Window(new WindowTitle("Booting","wxWindowNR")) Fullscreen := moduleIni.Read("Settings", "Fullscreen","true",,1) AspectRatio := moduleIni.Read(romName . "|Settings", "AspectRatio","16:9",,1) noGUI := moduleIni.Read("Settings", "noGUI","false",,1) ; disables display of the gui while running games perGameMemCards := moduleIni.Read("Settings", "PerGameMemoryCards","false",,1) hideConsole := moduleIni.Read("Settings", "HideConsole","true",,1) ; Hides console window from view if it shows up cfgPath := moduleIni.Read("Settings", "cfgpath", emuPath . "\Game Configs",,1) ; specifies the config folder; applies to pcsx2 + plugins autoCreateINIDir := moduleIni.Read("Settings", "AutoCreateINIDir","false",,1) ; Enables the module to auto-create of per game ini files and directories defaultINISPath := moduleIni.Read("Settings", "DefaultINISPath",,,1) ; Path to default INIS folder of PCSX2. fullboot := moduleIni.Read(romName . "|Settings", "fullboot","true",,1) ; disables the quick boot feature, forcing you to sit through the PS2 startup splash screens gs := moduleIni.Read(romName . "|Settings", "gs",,,1) ; override for the GS plugin pad := moduleIni.Read(romName . "|Settings", "pad",,,1) ; override for the PAD plugin spu2 := moduleIni.Read(romName . "|Settings", "spu2",,,1) ; override for the SPU2 plugin cdvd := moduleIni.Read(romName, "cdvd",,,1) ; override for the CDVD plugin usb := moduleIni.Read(romName . "|Settings", "usb",,,1) ; override for the USB plugin fw := moduleIni.Read(romName . "|Settings", "fw",,,1) ; override for the FW plugin dev9 := moduleIni.Read(romName . "|Settings", "dev9",,,1) ; override for the DEV9 plugin vdOveride := moduleIni.Read(romName, "VDOveride",,,1) nohacks := moduleIni.Read(romName, "nohacks","false",,1) ; disables all speedhacks gamefixes := moduleIni.Read(romName, "gamefixes",,,1) ; Enable specific gamefixes for this session. Use the specified comma or pipe-delimited list of gamefixes: VuAddSub,VuClipFlag,FpuCompare,FpuMul,FpuNeg,EETiming,SkipMpeg,OPHFlag,DMABusy,VIFFIFO,VI,FMVinSoftware ; GS plugin settings, primarily to fix upscaling issues in games. Game specific settings can be found here: http://www.neogaf.com/forum/showpost.php?p=27110555&postcount=2 userHacks_MSAA := If moduleIni.Read(romName, "MSAA",0,,1) ; Applies hardware anti-aliasing userHacks_SkipDraw := moduleIni.Read(romName, "Skipdraw",0,,1) ; Can remove ghost images userHacks_HalfPixelOffset := If moduleIni.Read(romName, "Half-pixel_Offset",0,,1) ; Fixes blur or halo effects userHacks_WildHack := If moduleIni.Read(romName, "Wild_Arms_Offset",0,,1) ; Fixes fonts in many games userHacks_unsafe_fbmask := If moduleIni.Read(romName, "Fast_Accurate_Blending",0,,1) ; Accelerates blending operations, speeds up Xenosaga userHacks_AlphaStencil := If moduleIni.Read(romName, "Alpha_Stencil",0,,1) ; May improve drawing shadows userHacks_align_sprite_X := If moduleIni.Read(romName, "Align_Sprite",0,,1) ; Fixes issues with vertical lines in Ace Combat, Tekken, Soul Calibur userHacks_AlphaHack := If moduleIni.Read(romName, "Alpha",0,,1) ; Improves drawing fog-like effects preload_frame_with_gs_data := If moduleIni.Read(romName, "Preload_Data_Frame",0,,1) ; Fixes black screen issues in Armored Core: Last Raven userHacks_round_sprite_offset := moduleIni.Read(romName, "Round_Sprite",0,,1) ; Fixes lines in sprites in Ar tonelico userHacks_SpriteHack := moduleIni.Read(romName, "Sprite",0,,1) ; Fixes inner lines in sprites in Mana Khemia, Ar tonelico, Tales of Destiny userHacks_TCOffset := moduleIni.Read(romName, "TC_Offset",0,,1) ; Fixes misaligned textures in Persona 3, Haunting Ground, Xenosaga ; Set the userHacks variable to 1 if any of the hacks are used. userHacks := If (userHacks_MSAA || userHacks_SkipDraw || userHacks_HalfPixelOffset || userHacks_WildHack || userHacks_unsafe_fbmask || userHacks_AlphaStencil || userHacks_align_sprite_X || userHacks_AlphaHack || preload_frame_with_gs_data || userHacks_round_sprite_offset || userHacks_SpriteHack || userHacks_TCOffset) ? 1 : "" cfgPath := new Folder(GetFullName(cfgPath)) If !cfgPath.Exist() cfgPath.CreateDir() ; create the cfg folder if it does not exist ; PCSX2_ui.ini = default ini that contains memory card info and general settings portableIni := new File(emuPath . "\portable.ini") If portableIni.Exist() { ; portable install RLLog.Info("Module - PCSX2 is operating in a portable mode") pcsx2IniFolder := emuPath . "\inis" pcsx2_GS_IniFile := CheckFile(emuPath . "\inis\GSdx.ini", "Could not find the default GSdx.ini file. Please manually run and configure PCSX2 first so this file is created with all your default settings.") } Else { ; default not portable install RLLog.Info("Module - PCSX2 is operating in a standard installation mode") pcsx2IniFolder := Registry.Read("HKCU", "Software\PCSX2", "SettingsFolder") } pcsx2Ini := new IniFile(pcsx2IniFolder . "\PCSX2_ui.ini") pcsx2Ini.CheckFile("Could not find the default PCSX2_ui.ini file. Please manually run and configure PCSX2 first so this file is created with all your default settings.") pcsx2GSdxIni := new IniFile(pcsx2IniFolder . "\GSdx.ini") pcsx2GSdxIni.CheckFile("Could not find the default GSdx.ini file. Please manually run and configure PCSX2 first so this file is created with all your default settings.") pcsx2IniFolder := new Folder(pcsx2IniFolder) ; Create INIs subfolder for the game if it does not exist and if AutoCreateINIDir is true perGameINIPath := new Folder(cfgPath.FileFullPath . "\" . romName) If (autoCreateINIDir = "true") { RLLog.Info("Module - PerGameIni - perGameINIPath = " . perGameINIPath.FileFullPath) If !perGameINIPath.Exist() { perGameINIPath.CreateDir() If (defaultINISPath != "") { defaultINISPath := new Folder(defaultINISPath) RLLog.Info("Module - PerGameIni - perGameINIPath does not exist. So we will create it at " . perGameINIPath.FileFullPath) RLLog.Info("Module - PerGameIni - Now copying the ini files from " . defaultINISPath.FileFullPath . " to " . perGameINIPath.FileFullPath) defaultINISPath.Copy(perGameINIPath.FileFullPath,0,"\*.ini") } Else { RLLog.Info("Module - PerGameIni - perGameINIPath does not exist. So we will create it at " . perGameINIPath.FileFullPath) RLLog.Info("Module - PerGameIni - Now copying the ini files from " . pcsx2IniFolder.FileFullPath . " to " . perGameINIPath.FileFullPath) pcsx2IniFolder.Copy(perGameINIPath.FileFullPath,0,"\*.ini") } } } BezelStart() Fullscreen := If Fullscreen = "true" ? noGUI := If noGUI = "true" ? " --nogui" : "" If (noGUI != "") RLLog.Warning("Module - noGUI is set to true, THIS MAY PREVENT PCSX2 FROM CLOSING PROPERLY. If you have any issues, set it to false or default in RocketLauncherUI.") fullboot := If fullboot = "true" ? nohacks := If nohacks = "true" ? " --nohacks" : "" gamefixes := If gamefixes ? " --gamefixes=" . gamefixes : "" gs := If gs ? " --gs=""" . GetFullName(gs) . """" : "" pad := If pad ? " --pad=""" . GetFullName(pad) . """" : "" spu2 := If spu2 ? " --spu2=""" . GetFullName(spu2) . """" : "" usb := If usb ? " --usb=""" . GetFullName(usb) . """" : "" fw := If fw ? " --fw=""" . GetFullName(fw) . """" : "" dev9 := If dev9 ? " --dev9=""" . GetFullName(dev9) . """" : "" ; cfgRomPath := new File(cfgPath . "\" . romName) cfgPathCLI := If perGameINIPath.Exist() ? " --cfgpath=""" . perGameINIPath.FileFullPath . """" : "" ; Specify what main ini PCSX2 should use pcsx2GameIni := new File(perGameINIPath.FileFullPath . "\PCSX2_ui.ini") If (cfgPathCLI && pcsx2GameIni.Exist()) { ;We can't set both cfgpath and cfg CLI switches, so if only PCSX2_ui.ini file exists we use cfg otherwise we use cfgpath ;--cfg specifies a custom configuration file to use instead of PCSX2.ini (does not affect plugins) filecount := 0 Loop % perGameINIPath.FileFullPath . "\*.ini" filecount++ If (filecount = 1) { ;Only PCSX2_ui.ini found pcsx2IniFile := pcsx2GameIni RLLog.Info("Module - Found a game-specific PCSX2_ui.ini in the cfgPath. Telling PCSX2 to use this one instead: " . pcsx2IniFile.FileFullPath) cfg := " --cfg=""" . pcsx2IniFile.FileFullPath . """" cfgPathCLI := "" } } RLLog.Info("Module - " . (If cfgPathCLI != "" ? "Setting PCSX2's config path to """ . perGameINIPath.FileFullPath . """" : "Using PCSX2's default configuration folder: """ . pcsx2IniFolder.FileFullPath . """")) ; Update the aspect ratio if the user selected one. If AspectRatio { pcsx2Ini.Write(AspectRatio, "GSWindow", "AspectRatio") ; Write the aspect ratio value to the pcsx2Ini. } ; Update the GS plugin settings if hacks were selected. If userHacks { RLLog.Info("Module - UserHacks are being used. Updating GSdx.ini") pcsx2GSdxIni.Write(userHacks, "Settings", "UserHacks") pcsx2GSdxIni.Write(userHacks_MSAA, "Settings", "UserHacks_MSAA") pcsx2GSdxIni.Write(userHacks_SkipDraw, "Settings", "UserHacks_SkipDraw") pcsx2GSdxIni.Write(userHacks_HalfPixelOffset, "Settings", "UserHacks_HalfPixelOffset") pcsx2GSdxIni.Write(userHacks_WildHack, "Settings", "UserHacks_WildHack") pcsx2GSdxIni.Write(userHacks_unsafe_fbmask, "Settings", "UserHacks_unsafe_fbmask") pcsx2GSdxIni.Write(userHacks_AlphaStencil, "Settings", "UserHacks_AlphaStencil") pcsx2GSdxIni.Write(userHacks_align_sprite_X, "Settings", "UserHacks_align_sprite_X") pcsx2GSdxIni.Write(userHacks_AlphaHack, "Settings", "UserHacks_AlphaHack") pcsx2GSdxIni.Write(preload_frame_with_gs_data, "Settings", "preload_frame_with_gs_data") pcsx2GSdxIni.Write(userHacks_round_sprite_offset, "Settings", "UserHacks_round_sprite_offset") pcsx2GSdxIni.Write(userHacks_SpriteHack, "Settings", "UserHacks_SpriteHack") pcsx2GSdxIni.Write(userHacks_TCOffset, "Settings", "UserHacks_TCOffset") } Else { ; Make sure hacks are disabled. pcsx2GSdxIni.Write(UserHacks, "Settings", "UserHacks") } ; Memory Cards If (perGameMemCards = "true") { currentMemCard1 := pcsx2Ini.Read("MemoryCards", "Slot1_Filename") memCardPath := pcsx2Ini.Read("Folders", "MemoryCards") ; folder where memory cards are stored memCardPathLeft := StringUtils.SubStr(memCardPath,1,3) ; get left 3 characters memCardPathIsAbsolute := If (StringUtils.RegExMatch(memCardPathLeft, "[a-zA-Z]:\\") && (StringUtils.StringLength(memCardPath) >= 3)) ; this is 1 only when path looks like this "C:\" memCardPath := If memCardPathIsAbsolute ? memCardPath : emuPath . "\" . memCardPath ; if only a folder name is defined for the memory card path, tack on the emuPath to find the memory cards, otherwise leave the full path as is defaultMemCard := new File(memCardPath . "\default.ps2") ; defining default blank memory card for slot 1 RLLog.Info("Module - Default memory card for Slot 1 should be: " . defaultMemCard.FileFullPath) romMemCard1 := new File(memCardPath . "\" . romName . ".ps2") ; defining name for rom's memory card for slot 1 RLLog.Info("Module - Rom memory card for Slot 1 should be: " . romMemCard1.FileFullPath) RLLog.Info("Module - Current memory card inserted in PCSX2's ini in Slot 1 is: " . currentMemCard1.FileFullPath) If (currentMemCard1 != romName . ".ps2") { ; if current memory card in slot 1 does not match this romName, switch to one that does if exist or load a default one If !romMemCard1.Exist() ; first check if romName.ps2 memory card exists If !defaultMemCard.Exist() RLLog.Error("Module - A default memory card for Slot 1 was not found in """ . memCardPath . """. Please create an empty memory card called ""default.ps2"" in this folder for per-game memory card support.") Else { defaultMemCard.Copy(romMemCard1.FileFullPath) ; create a new blank memory card for this game RLLog.Info("Module - Creating a new blank memory card for this game in Slot 1: " . romMemCard1.FileFullPath) } pcsx2Ini.Write(romName . ".ps2", "MemoryCards", "Slot1_Filename") ; update the ini to use this rom's card RLLog.Info("Module - Switched memory card in Slot 1 to: " . romMemCard1.FileFullPath) } } hideEmuObj := Object(emuBootingWindow,0,emuGUIWindow,0,emuPrimaryWindow,1) 7z(romPath, romName, romExtension, SevenZExtractPath) pcsx2Ini := LoadProperties(pcsx2IniFile.FileFullPath) ; load the config into memory dvdSource := ReadProperty(pcsx2Ini,"CdvdSource") ; read value If (vdEnabled != "true" && romExtension = ".cue") { RLLog.Warning("Module - Virtual Drive is disabled but you supplied a .cue as your rom which is not supported by PCSX2") pcsx2GameVcd := new File(romPath . "\" . romName . ".vcd") pcsx2GameBin := new File(romPath . "\" . romName . ".bin") pcsx2GameCue := new File(romPath . "\" . romName . ".cue") pcsx2GameIso := new File(romPath . "\" . romName . ".iso") If pcsx2GameBin.Exist() { romExtension := ".bin" RLLog.Warning("Module - Found a .bin file with the same name as your cue, using it instead. Please change the order of your rom extensions if you want bins to be found first.") } Else If pcsx2GameIso.Exist() { romExtension := ".iso" RLLog.Warning("Module - Found a .iso file with the same name as your cue, using it instead. Please change the order of your rom extensions if you want isos to be found first.") } } ; Mount the CD using a Virtual Drive If vdOveride ; this allows per-game Virtual Drive support because some games boot to black when Virtual Drive is enabled vdEnabled := vdOveride If (vdEnabled = "true" && StringUtils.Contains(romExtension,"\.mds|\.mdx|\.b5t|\.b6t|\.bwt|\.ccd|\.cue|\.isz|\.nrg|\.cdi|\.iso|\.ape|\.flac")) { ; if Virtual Drive is enabled and using an image type Virtual Drive can load If !cdvd { vdCDVDPlugin := moduleIni.Read("Settings", "VD_CDVD_Plugin",,,1) If vdCDVDPlugin cdvd := vdCDVDPlugin } cdvd := If cdvd ? " --cdvd=""" . GetFullName(cdvd) . """" : "" If (dvdSource != "Plugin") { RLLog.Info("Module - CdvdSource was not set to ""Plugin"", changing it so PCSX2 can read from Virtual Drive.") WriteProperty(pcsx2Ini,"CdvdSource","Plugin") ; write a new value to the pcsx2IniFile SaveProperties(pcsx2IniFile.FileFullPath,pcsx2Ini) ; save pcsx2IniFile to disk } pcsx2cdvdIni := new IniFile(pcsx2IniFolder . "\cdvdGigaherz.ini") dvdDrive := pcsx2cdvdIni.Read("Config", "Source") ; cdvd drive If StringUtils.InStr(dvdDrive,"@") { If (vdDriveLetter != "") pcsx2cdvdIni.Write(vdDriveLetter, "Config", "Source") Else ScriptError("You are using a Virtual Drive but have not selected the drive you want to use in PCSX2 CDVD Plugin settings. Select your drive first, either in RLUI Virtual Drive Third Party Settings or within the PCSX2's plugin settings, then try launching again.") } Else If (dvdDrive != vdDriveLetter) { RLLog.Warning("Module - PCSX2 is set to use drive """ . dvdDrive . """ but RocketLauncher is set to use """ . vdDriveLetter . """. Ignore this warning if this is expected.") } VirtualDrive("mount",romPath . "\" . romName . romExtension) HideAppStart(hideEmuObj,hideEmu) errLvl := primaryExe.Run(" --usecd" . noGUI . Fullscreen . fullboot . nohacks . gamefixes . cfg . cfgPathCLI . gs . pad . spu2 . cdvd . usb . fw . dev9, "UseErrorLevel") usedVD := 1 ; tell the rest of the script to use VD methods } Else If StringUtils.Contains(romExtension,"\.iso|\.mdf|\.nrg|\.bin|\.img|\.gz|\.cso|\.cso|\.vcd\.cue.dump") ; the only formats PCSX2 supports loading directly { If !cdvd { imageCDVDPlugin := moduleIni.Read("Settings", "Image_CDVD_Plugin",,,1) If imageCDVDPlugin cdvd := imageCDVDPlugin } cdvd := If cdvd ? " --cdvd=""" . GetFullName(cdvd) . """" : "" If (dvdSource != "Iso") { RLLog.Info("Module - CdvdSource was not set to ""Iso"", changing it so PCSX2 can launch this " . romExtension . " image directly") WriteProperty(pcsx2Ini,"CdvdSource","Iso") ; write a new value to the pcsx2IniFile SaveProperties(pcsx2IniFile.FileFullPath,pcsx2Ini) ; save pcsx2IniFile to disk } HideAppStart(hideEmuObj,hideEmu) errLvl := primaryExe.Run(" """ . romPath . "\" . romName . romExtension . """ " . noGUI . Fullscreen . fullboot . nohacks . gamefixes . cfg . cfgPathCLI . gs . pad . spu2 . cdvd . usb . fw . dev9, "UseErrorLevel") } Else If StringUtils.Contains(romExtension,"\.bz2") ; special case format that requires plugin mode and pcsx2 loads it directly { If !cdvd { linuzCDVDPlugin := moduleIni.Read("Settings", "Linuz_CDVD_Plugin",,,1) If linuzCDVDPlugin cdvd := linuzCDVDPlugin } cdvd := If cdvd ? " --cdvd=""" . GetFullName(cdvd) . """" : "" If (dvdSource != "plugin") { RLLog.Info("Module - CdvdSource was not set to ""Plugin"", changing it so PCSX2 can launch this " . romExtension . " image directly") WriteProperty(pcsx2Ini,"CdvdSource","Plugin") ; write a new value to the pcsx2IniFile SaveProperties(pcsx2IniFile.FileFullPath,pcsx2Ini) ; save pcsx2IniFile to disk } oldHex := Registry.Read("HKEY_CURRENT_USER", "Software\PS2Eplugin\CDVD\CDVDiso", "IsoFile") ; read last used bz2 image newHex := StringUtils.StringToHex(romPath . "\" . romName . romExtension) ; convert new bz2 image path to hex i := 512 - StringUtils.StringLength(newHex) ; get total amount of 0's to add to end of hex to make it 512 bytes Loop % i newHex := newHex . "0" ; add required bytes to end If (oldHex != newHex) { RLLog.Info("Module - Writing new bz2 path to registry") Registry.Write("REG_BINARY", "HKEY_CURRENT_USER", "Software\PS2Eplugin\CDVD\CDVDiso", "IsoFile", newHex) ; write new bz2 path to registry } HideAppStart(hideEmuObj,hideEmu) errLvl := primaryExe.Run(" """ . romPath . "\" . romName . romExtension . """ " . noGUI . Fullscreen . fullboot . nohacks . gamefixes . cfg . cfgPathCLI . gs . pad . spu2 . cdvd . usb . fw . dev9, "UseErrorLevel") } Else ScriptError("You are trying to run a rom type of """ . romExtension . """ but PCSX2 only supports loading iso|mdf|nrg|bin|img|gz directly. Please turn on Virtual Drive and/or 7z support or put ""cue"" last in your rom extensions for " . MEmu . " instead.") If errLvl ScriptError("Error launching emulator, closing script.") emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() BezelDraw() ; If (hideConsole = "true") { ; should not be needed anymore ; TimerUtils.SetTimerF("HidePCSX2Console", 10) ; SetTimerF("HidePCSX2Console", 10) ; emuBootingWindow.Set("Transparent",0) ; ,"Booting ahk_class wxWindowNR",,"fps:","fps:") ; hiding the console window ; emuGUIWindow.Set("Transparent",0) ;,"PCSX2 ahk_class wxWindowNR",,"fps:","fps:") ; hiding the GUI window with the menubar ; } SetTitleMatchMode 2 ; Wrong window might be detected in the next loop if we only use the class name for WinGetTitle so we will add fps to it Loop { ; Looping until pcsx2 is done loading game Sleep, 200 loopWinTitle := emuLoadingWindow.GetTitle(0) ; Excluding the title of the GUI window so we can read the title of the game window instead StringUtils.RegExMatch(loopWinTitle,"(?<=\()(.*?)(?=\))",winText) ;,1,0) ; Only get value between parenthesis If (winText > 0) { ; If FPS shows any value, break out RLLog.Debug("Module - Game is now running, waiting for exit") Break } If A_Index > 150 ; After 30 seconds, error out ScriptError("There was an error detecting when PCSX2 finished loading your game. Please report this so the module can be fixed.") ; Old method here in case devs change something back ; StringSplit, winTextSplit, winTitle, |, %A_Space% ; If (winTextSplit10 != "") ; 10th position in the array is empty until game actually starts ; Break ; tipText:= ; Loop % winTextSplit0 ; tipText .= "`nposition " . A_Index . ": " . winTextSplit%A_Index% ; ToolTip, % "Loop: " . A_Index . "`ntitle: " . winTitle . "`ntext: " . winText . tipText,0,0 } HideAppEnd(hideEmuObj,hideEmu) FadeInExit() primaryExe.Process("WaitClose") If usedVD VirtualDrive("unmount") 7zCleanUp() BezelExit() FadeOutExit() ExitModule() MultiGame: ; msgbox % "selectedRom = " . selectedRom . "`nselected game = " . currentButton . "`nmgRomPath = " . mgRomPath . "`nmgRomExt = " . mgRomExt . "`nmgRomName = " . mgRomName ; Unmount the CD from Virtual Drive If usedVD VirtualDrive("unmount") Sleep, 500 ; Required to prevent your Virtual Drive from bugging ; Mount the CD using Virtual Drive If usedVD VirtualDrive("mount",selectedRom) Return ; HidePCSX2Console: ; hideConsoleTimer++ ; If emuBootingWindow.Exist() ; { RLLog.Info("Module - HidePCSX2Console - Console window found, hiding it out of view.") ; emuBootingWindow.Set("Transparent",0) ; ,"Booting ahk_class wxWindowNR",,"fps:","fps:") ; hiding the console window ; emuGUIWindow.Set("Transparent",0) ; ,"PCSX2 ahk_class wxWindowNR",,"fps:","fps:") ; hiding the GUI window with the menubar ; SetTimer("HidePCSX2Console", "Off") ; } Else If (hideConsoleTimer >= 200) ; SetTimer("HidePCSX2Console", "Off") ; Return ; HidePCSX2Console() { ; Static hideConsoleTimer ; hideConsoleTimer++ ; If emuBootingWindow.Exist() ; { RLLog.Info("Module - HidePCSX2Console - Console window found, hiding it out of view.") ; emuBootingWindow.Set("Transparent",0) ; ,"Booting ahk_class wxWindowNR",,"fps:","fps:") ; hiding the console window ; emuGUIWindow.Set("Transparent",0) ; ,"PCSX2 ahk_class wxWindowNR",,"fps:","fps:") ; hiding the GUI window with the menubar ; TimerUtils.SetTimerF("HidePCSX2Console", "Off") ; } Else If (hideConsoleTimer >= 200) ; TimerUtils.SetTimerF("HidePCSX2Console", "Off") ; } CloseProcess: FadeOutStart() If (fullscreen = "true") { ; emuPrimaryWindow.CreateControl("wxWindowNR1") ; instantiate new control for wxWindowNR1 ; emuPrimaryWindow.GetControl("wxWindowNR1").Send("Esc") ; Send ESC to the main window when fullscreen is true to close the emu emuPrimaryWindow.Close() } Else { emuGUIWindow.MenuSelectItem("System","Pause") emuGUIWindow.Close() } ExitApp Return L'émulateur PCSX2 pour PS2 est sorti, la version qui s’avère être la dernière "release en date" est V2.6.3 voici v1.7.0-dev-1 [custom] stable DISPONIBLE sur le site officiel à l'adresse suivante : https://pcsx2.net/download/releases/windows/category/40-windows.html Les créateurs de l'émulateur PCSX2 pour les jeux PlayStation 2 ont sorti sa première version «stable». Cela a été annoncé le 8 mai par le magazine PC Gamer. La publication note que les développeurs n'ont publié aucune mise à jour significative de PCSX2 depuis 2016. Cependant, il s'est avéré que le projet n'a pas été abandonné par eux, ils ont juste dû faire d'autres travaux liés à des corrections mineures. TRACKLISTING GAMES SONY PS2 Available at: "iso converted to gz compressed format" Def Jam Fight For NY (USA) [Language En, Fr]: Warriors, The (USA) [Language En, Fr]: Capcom Classics Collection Vol. 1 Capcom Classics Collection Vol. 2
  12. 55 downloads

    MEmu := "Cxbx-Reloaded" MEmuV := "nightly" MURL := ["https://github.com/Cxbx-Reloaded/Cxbx-Reloaded"] MAuthor := ["teeedubb"] MVersion := "1.0" MSystem := ["Xbox"] ;---------------------------------------------------------------------------- ; Notes: ;Based on djvj's cxbx module ; ;---------------------------------------------------------------------------- StartModule() FadeInStart() settingsFile := modulePath . "\" . moduleName . ".ini" Fullscreen := IniReadCheck(settingsFile, "settings", "Fullscreen","true",,1) 7z(romPath, romName, romExtension, 7zExtractPath) ; Setting Fullscreen setting in registry if it doesn't match what user wants above currentFullScreen := ReadReg("Fullscreen") If ( Fullscreen != "true" And currentFullScreen = 1 ) WriteReg("Fullscreen", 0) Else If ( Fullscreen = "true" And currentFullScreen = 0 ) WriteReg("Fullscreen", 1) Run(executable . " """ . romPath . "\default.xbe""", emuPath) WinWait("Cxbx-Reloaded ahk_class WndMain") WinWaitActive("Cxbx-Reloaded ahk_class WndMain") FadeInExit() Process("WaitClose", executable) 7zCleanUp() FadeOutExit() ExitModule() ReadReg(var1) { RegRead, regValue, HKEY_CURRENT_USER, Software\Cxbx-Reloaded\XBVideo, %var1% Return %regValue% } WriteReg(var1, var2) { RegWrite, REG_DWORD, HKEY_CURRENT_USER, Software\Cxbx-Reloaded\XBVideo, %var1%, %var2% } CloseProcess: FadeOutStart() WinClose("Cxbx-Reloaded ahk_class WndMain") Return
  13. 29 downloads

    Makaron est un émulateur Dreamcast/Naomi bien connu. Son émulation de la Naomi a été décliné sous deux version, la version T12.5 et la version T12.7. Puis, une version MakaronEX est apparu. Elle apportait d'avantage d'options et une interface graphique améliorée. Makaron EXcipit est une adaptation de la version 4.1 de MakaronEX pour Front-End. L'excellente émulation, avec un rendu graphique à l'échelle très proche de l'original, même sur un LCD, m'a incité à me pencher d'avantage sur cet émulateur que j'avais pourtant longtemps délaissé au profit de NullDC. Le but de Makaron EXcipit n'est pas d'améliorer l'émulation de Makaron, mais seulement de pouvoir plus facilement l'intégrer dans une borne. Améliorations apportées par rapport à MakaronEX 4.1 : Possibilité de lancer une émulation Dreamcast ou Naomi par ligne de commande. En effet, avec MakaronEX, il n'était possible de lancer l'émulation qu'à travers l'interface graphique ce qui retirait la possibilité de l'intégrer dans un Front-End. Possibilité de quitter l'émulation avec la touche Echap. En appuyant sur la touche Echap, il est possible de fermer l'émulateur proprement. Configuration des touches du 2ème Joueur pour l'émulation de la Naomi. En mode Naomi, il n'était pas possible de configurer les touches du clavier pour le 2ème joueur. Ce n'est malheureusement toujours pas possible via l'interface graphique, mais c'est en revanche possible via un fichier de paramètre. Installation : Dézipper l'archive dans le répertoire de votre choix. Exemple : C:\Makaron\ Copier les roms dans le dossier "Roms" Exemple : C:\Makaron\Roms\ Pour convertir vos Roms Naomi à partir du format MAME, au format Makaron/NullDC, vous pouvez utiliser Naomi Converter. Rappel : Pour transformer un rom Naomi NullDC (*.dat) au format Naomi Makaron (*.bin), il suffit de renommer l'extension. Exemple : C:\Makaron\Roms\ikaruga.dat :5n: C:\Makaron\Roms\ikaruga.bin Utilisation : Lancer l'interface graphique habituelle de MakaronEX Il est toujours possible de lancer l'interface graphique originale de MakaronEX en exécutant MakaronEX.exe à la racine de l'installation. Exemple : C:\Makaron\MakaronEX.exe Lancer l'émulation par ligne de commande C'est là donc la grande nouveauté. Pour lancer un rom Dreamcast, exécuté la commande suivante : [Répertoire d'installation]\Tools\Dreamcast.bat [Fichier rom] Exemple : C:\Makaron\Tools\Dreamcast.bat ikaruga.gdi Pour lancer un rom Naomi, exécuté la commande suivante : [Répertoire d'installation]\Tools\Naomi.bat [Fichier rom] Exemple : C:\Makaron\Tools\Naomi.bat karous.bin Par défaut, l'émulateur démarrera en version T12.5, si vous souhaitez préciser la version : [Répertoire d'installation]\Tools\Naomi.bat [Fichier rom] [Version de l'émulateur] Exemple : C:\Makaron\Tools\Naomi.bat trizeal.bin T12.7 Configuration des touches pour le 2ème joueur en mode Naomi Modifier simplement le fichier JVS.ini situé dans le dossier "Tools" Exemple : C:\Makaron\Tools\JVS.ini Makaron EXcipit effectuera automatiquement une sauvegarde de votre fichier original à chaque lancement, au cas où l'interface graphique écraserait votre configuration. Exemple : C:\Makaron\Naomi\JVS.bak Si vous souhaitez configurer rapidement les touches du 2ème joueur en passant par l'interface graphique de MakaronEX, il vous suffit de configurer les touches pour le Joueur 1, de fermer MakaronEX, et de récupérer les paramètres enregistré dans le fichier JVS.ini Exemple : C:\Makaron\Naomi\JVS.ini Puis de refaire la même manipulation avec le Joueur 2, de récupérer à nouveau le contenu du Joueur 1, mais cette fois ci, l'attribuer au Joueur 2 en remplaçant P1 par P2 et COIN1, par COIN2. Et d'enregistrer tout ça dans le fichier JVS.ini, mais dans "Tools" cette fois-ci. Exemple : C:\Makaron\Tools\JVS.ini Important : Tous les paramètres contenus dans le fichier JVS.ini situé dans le dossier "Naomi" seront systématiquement remplacés par ceux contenus dans le JVS.ini situé dans le dossier "Tools" Exemple du contenu de JVS.ini : CODE : TOUT SÉLECTIONNER [Keyboard] KEY_0x70 = FB_TEST KEY_0x71 = FB_SERVICE KEY_0x31 = P1_START KEY_0x35 = COIN1 KEY_0x26 = P1_UP KEY_0x28 = P1_DOWN KEY_0x25 = P1_LEFT KEY_0x27 = P1_RIGHT KEY_0xDC = P1_BUTTON1 KEY_0x4E = P1_BUTTON2 KEY_0x20 = P1_BUTTON3 KEY_0x10 = P1_BUTTON4 KEY_0x57 = P1_BUTTON5 KEY_0x58 = P1_BUTTON6 KEY_0x32 = P2_START KEY_0x36 = COIN2 KEY_0x52 = P2_UP KEY_0x46 = P2_DOWN KEY_0x44 = P2_LEFT KEY_0x47 = P2_RIGHT KEY_0x51 = P2_BUTTON1 KEY_0x53 = P2_BUTTON2 KEY_0x41 = P2_BUTTON3 KEY_0x5A = P2_BUTTON4 KEY_0x49 = P2_BUTTON5 KEY_0x4B = P2_BUTTON6 Et pour quitter, appuyer sur la touche Echap. A la place de faire successivement F8, pour arrêter l'émulation, et ALT+F4, pour fermer l'émulateur. MEmu := "MakaronEX" MEmuV := "v4.1" MURL := ["http://www.emu-land.net/consoles/dreamcast/emuls/windows"] MAuthor := ["djvj"] MVersion := "2.0.3" MCRC := "" iCRC := "" MID := "" MSystem := ["Sega Dreamcast","Sega Naomi"] ;---------------------------------------------------------------------------- ; Notes: ; Set fullscreen via the variable below ;---------------------------------------------------------------------------- StartModule() FadeInStart() primaryExe := new Emulator(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle("MakaronEX","TForm1")) ; instantiate primary emulator window object emuOpenWindow := new Window(new WindowTitle(dialogOpen . " ahk_class #32770","#32770")) fullscreen := moduleIni.Read("Settings", "Fullscreen","true",,1) enable2Players := moduleIni.Read("Settings", "Enable2Players","true",,1) hideEmuObj := Object(emuOpenWindow,0,emuPrimaryWindow,1) If StringUtils.Contains(systemName,"naomi") makINI := new IniFile(emuPath . "\Naomi\Naomi.ini") Else If StringUtils.Contains(systemName,"dreamcast|dc") makINI := new IniFile(emuPath . "\Dreamcast\Makaron.ini") Else ScriptError(systemName . " is not a recognized (aka supported) System Name for this module") makINI.CheckFile() currentFullScreen := makINI.Read("Settings","fullscreen") ; Setting Fullscreen setting in ini if it doesn't match what user wants above If (fullscreen != "true" && currentFullScreen = 1) makINI.Write(0,"Settings","fullscreen") Else If (fullscreen = "true" && currentFullScreen = 0) makINI.Write(1,"Settings","fullscreen") HideAppStart(hideEmuObj,hideEmu) primaryExe.Run("",(If InStr(systemName,"naomi") ? "hide":"")) emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() If StringUtils.Contains(systemName,"naomi") { ; emuPrimaryWindow.GetControl("TToolBar1").ControlClick(,"L",1,"x240 y5") ; Click Naomi on Toolbar emuPrimaryWindow.CreateControl("TToolBar1") ; instantiate new control for TToolBar1 emuPrimaryWindow.GetControl("TToolBar1").Control("Check") ; Check control TToolBar1, Somehow this selects Naomi on Toolbar... mmkay emuPrimaryWindow.MenuSelectItem("File","Open Rom","Open 12.5") ; Open Naomi T12.7 roms emuPVRWindow := new Window(new WindowTitle("NAOMI - PVR","PVR2")) } Else If StringUtils.Contains(systemName,"dreamcast|dc") { emuPrimaryWindow.MenuSelectItem("File","Open Image") ; Open Image for dreamcast emuPVRWindow := new Window(new WindowTitle("Makaron - PVR","PVR2")) } emuPVRWindow.CreateControl("TopMost") ; instantiate new TopMost control for PVRWindow emuOpenWindow.Wait() emuOpenWindow.WaitActive() emuOpenWindow.OpenROM(romPath . "\" . romName . romExtension) emuPVRWindow.Wait() emuPVRWindow.WaitActive() If (enable2Players = "true") emuPVRWindow.PostMessage("0x111","40115") ; Enable 2 players HideAppEnd(hideEmuObj,hideEmu) FadeInExit() primaryExe.Process("WaitClose") FadeOutExit() ExitModule() HaltEmu: If (fullscreen = "true") disableActivateBlackScreen := "true" Return CloseProcess: FadeOutStart() If emuPrimaryWindow.Active() emuPrimaryWindow.Close() Else { emuPVRWindow.GetControl("TopMost").Send("{F8}") ; Send F8 to TopMost control TimerUtils.Sleep(1000) ; required to help prevent an Invalid Filename error from showing. It can still show if user exits emu too fast after loading though. Nothing can be done about this. emuPrimaryWindow.Wait() emuPrimaryWindow.Activate() emuPrimaryWindow.Close() } Return
  14. 180 downloads

    RetroArch Arduboy Handheld
  15. Version 029740

    38 downloads

    MEmu := "Final Burn Alpha" MEmuV := "v0.2.97.42" MURL := ["http://www.barryharris.me.uk/"] MAuthor := ["djvj"] MVersion := "2.0.4" MCRC := "" iCRC := "" MID := "" MSystem := ["Capcom Play System","Capcom Play System II","Capcom Play System III","Cave","Data East","Psikyo","Technos Arcade","Toaplan","Irem M62","Kaneko","NMK16","Konami","PolyGame Master IGS","SNK Neo Geo MVS"] ;---------------------------------------------------------------------------- StartModule() FadeInStart() primaryExe := new Process(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle(,"FB Alpha")) ; instantiate primary emulator window object emuLoadingWindow := new Window(new WindowTitle(,"32770")) If StringUtils.Contains(systemname,"NEC TurboGrafx-16|NEC PC Engine|NEC SuperGrafx|Sega Mega Drive") { ; The object controls how the module reacts to different systems. FBA can play a lot of systems, but the romName changes slightly so this module has to adapt mType := Object("NEC TurboGrafx-16","tg_","NEC PC Engine","pce_","NEC SuperGrafx","sgx_","Sega Mega Drive","md_") ident := mType[systemName] ; search 1st array for the systemName identifier mednafen uses If !ident ScriptError("Your systemName is: " . systemName . "`nIt is not one of the known supported systems for this FBA module: " . moduleName) } fbaRomName := (If ident ? ident : "") . romName ; FBA requires an identifier prefix attached to the romName which tells FBA what system to run hideEmuObj := Object(emuLoadingWindow,0,emuPrimaryWindow,1) HideAppStart(hideEmuObj,hideEmu) primaryExe.Run(" """ . fbaRomName . """") emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() ; This loops detects the rom loading window and breaks when it's done. Only here to avoid using too many WinWait commands from all the odd flashing the emu does. Loop { If emuLoadingWindow.Active() Break TimerUtils.Sleep(50,0) } ; This loop detects when the emu window is done flashing back and forth between your FE and the emu window and is actually in the game. Loop { If (x = 10) Break If emuPrimaryWindow.Active() x++ emuPrimaryWindow.Activate() TimerUtils.Sleep(50,0) } HideAppEnd(hideEmuObj,hideEmu) FadeInExit() emuPrimaryWindow.Activate() CloseProcess: FadeOutStart() emuPrimaryWindow.Close() TimerUtils.Sleep(50,0) Run, wmic process where name='RocketLauncher.exe' delete ExitModule() ~Escape:: Process, Close, fba64.exe ExitAPP return Final Burn Alpha "config keys" 1) Pour définir une configuration par défaut, nous allons prendre un jeu « modèle ». Nous allons définir les touches pour ce jeu et les recopier pour tout notre set. Dans mon cas, j'ai choisi Street Fighter 2, car ce jeu utilise 6 boutons, soit le grand maximum dans 99 % des jeux d'arcades. Mais si vous prévoyez de ne jouer qu'à des jeux utilisant trois boutons, vous pouvez choisir un jeu n'utilisant que trois boutons. Ouvrez la rom de Street Fighter 2, allez dans game>map game input et définissez les contrôles comme suit : P1 up: Joystick haut P1 down: Joystick bas P1 left: Joystick gauche P1 droite: Joystick droit P1 weak punch : bouton 1 P1 medium punch : bouton 2 P1 strong punch : bouton 3 P1 weak kick : bouton 4 P1 medium kick : bouton 5 P1 strong kick : bouton 6 Coin1 bouton 7 P1 start bouton 8 Notez bien que les �bouton 1�, �bouton 2�, etc.� seront les futurs paramètres par défaut de votre émulateur ! Ne TOUCHEZ SURTOUT PAS aux trois menus du bas (laissez les en « blanc ») et cliquez sur ok Testez le jeu pour voir si votre configuration a bien été prise en compte et fermez la rom et l'émulateur. 2) Rendez vous dans le dossier config>games et trouvez le fichier correspondant à Street Fighter 2 (normalement c'est sf2). Copiez ce fichier dans le dossier preset et renommez le en « défaut » par exemple. Ouvrez ensuite ce fichier et modifiez le comme suit : Remplacez tous les noms propres au jeu comme bouton 1 pour « weak punch », bouton 4 pour « medium kick » par « fire 1 », « fire 4 » etc� « fire » étant une dénomination générique reconnue par tous les jeux et tous les systèmes. Ne touchez SURTOUT PAS aux valeurs hexadécimales (les « switch »), sinon c'est comme si vous n'aviez rien fait� Vous devriez avoir à la fin un fichier qui se présente comme ceci : input "P1 Coin" switch 0x4085 input "P1 Start" switch 0x4084 input "P1 Up" switch 0x4012 input "P1 Down" switch 0x4013 input "P1 Left" switch 0x4010 input "P1 Right" switch 0x4011 input "P1 fire 1" switch 0x4080 input "P1 fire 2" switch 0x4083 input "P1 fire 3" switch 0x4089 input "P1 fire 4" switch 0x4081 input "P1 fire 5" switch 0x4082 input "P1 fire 6" switch 0x4088 Sauvegardez votre fichier et retournez dans l'émulateur, chargez un jeu au hasard. 3) Dans « map game inputs », dans les boites du bas choisissez « player 1 » dans la seconde boite il devrait apparaître dans le menu déroulant le fichier « défaut » que vous avez crée juste avant dans les presets. Sélectionnez le. Dans la fenêtre de droite, si on vous le propose, choisissez une option. Perso, je prends toujours « auto-center » ça marche très bien.. Cliquez sur « make default » et les valeurs que vous avez définies sont attribuées. Vérifiez si les contrôles sont conformes à vos souhaits en testant le jeu ; si vous avez bien tout suivis jusque la et que vous étiez sûr de votre config ça devrait être bon. Sinon le cas échéant rééditez « map game input » avec un jeu qui vous convient mieux que Street Fighter 2 et recommencez la procédure depuis l'étape 1� 4) Ensuite rechargez un autre jeu et vérifiez dans « map game input ». Théoriquement, les contrôles devraient être ceux que vous avez définis par défaut et vous ne devriez rien avoir à toucher : les contrôles par défaut sont configurés ! Même si ces réglages conviennent à la plupart des jeux se jouant au joystick, certains jeux particuliers n'en tiendront pas compte. Les jeux neo-geo par exemple. Mais il suffit simplement pour ceux-ci de répeter l'étape 3 une seule fois. Pour les jeux de course et utilisant « volant » et/ou « pédales » c'est un peu plus compliqué ; et je ne peux que vous conseiller dans ces cas la d'utiliser les « preset » proposés par défaut par l'émulateur ou d'éditer les jeux un par un�Mais les plus courageux peuvent faire un nouvel ini spécial « jeux de courses» en suivant la procédure. Capcom CPS1 (1988–1995): https://youtu.be/3Dhev0IFop8 Capcom CPS2 (1993–2003): https://youtu.be/1cpznsRrkz4 Capcom CPS3 (1996–1999): https://youtu.be/uUDSLZfYoM4 Cave (First generation: 1994–2001): https://youtu.be/QZYq0GfT5IA Data East DEC-0 (1980–1985), DEC-8 (1986-1988) and DECO IC16 (1987-1990): https://youtu.be/Rk4_GJ0VXr4 Galaxian based hardware (1979-1982) Irem M62 (1984-1986), M63 (1984-1985), M72 (1987-1990), M90 (1991), M92 (1991-1994) and M107 hardware (1993-1995) Kaneko 16 (Kaneko AX System. 1991-1995.) Neo Geo (MVS hardware: 1990–2004): https://youtu.be/Tii7q0XIxrw NMK16 (Nihon Maicom Kaihatsu. 1989-2001): https://youtu.be/byi-48cFb24 Pacman based hardware (1980-1983) PGM (PolyGame Master. 1997–2005): https://youtu.be/22scpU-20wg Psikyo 68EC020 (1st Generation: https://youtu.be/etUWGa48oa0 1993–1996) and SH-2 (1997–2002) based hardware Sega System 1 (1983–1987), System 16 (And similar. 1985–1994), System 18 (1989–1992), X-Board (1987–1990), Y-Board (1988–1991) Super Kaneko Nova System (1996–2002): https://youtu.be/Xm90a1R5xaY Toaplan (Company: 1984-1994. V1 hardware: 1988-1991; V2: 1991-1999.): https://youtu.be/GJamPY-DPR8 MEmu := "Final Burn Alpha" MEmuV := "v0.2.97.42" MURL := ["http://www.barryharris.me.uk/"] MAuthor := ["djvj"] MVersion := "2.0.4" MCRC := "" iCRC := "" MID := "" MSystem := ["Capcom Play System","Capcom Play System II","Capcom Play System III","Cave","Data East","Psikyo Arcade","Technos","Toaplan","Irem","Kaneko","Konami","PolyGame Master IGS","SNK Neo Geo AES","The King of Fighters Collection"] ;---------------------------------------------------------------------------- StartModule() FadeInStart() primaryExe := new Process(emuPath . "\" . executable) ; instantiate emulator executable object emuPrimaryWindow := new Window(new WindowTitle(,"FB Alpha")) ; instantiate primary emulator window object emuLoadingWindow := new Window(new WindowTitle(,"32770")) If StringUtils.Contains(systemname,"NEC TurboGrafx-16|NEC PC Engine|NEC SuperGrafx|Sega Mega Drive") { ; The object controls how the module reacts to different systems. FBA can play a lot of systems, but the romName changes slightly so this module has to adapt mType := Object("NEC TurboGrafx-16","tg_","NEC PC Engine","pce_","NEC SuperGrafx","sgx_","Sega Mega Drive","md_") ident := mType[systemName] ; search 1st array for the systemName identifier mednafen uses If !ident ScriptError("Your systemName is: " . systemName . "`nIt is not one of the known supported systems for this FBA module: " . moduleName) } fbaRomName := (If ident ? ident : "") . romName ; FBA requires an identifier prefix attached to the romName which tells FBA what system to run hideEmuObj := Object(emuLoadingWindow,0,emuPrimaryWindow,1) HideAppStart(hideEmuObj,hideEmu) primaryExe.Run(" """ . fbaRomName . """") emuPrimaryWindow.Wait() emuPrimaryWindow.WaitActive() ; This loops detects the rom loading window and breaks when it's done. Only here to avoid using too many WinWait commands from all the odd flashing the emu does. Loop { If emuLoadingWindow.Active() Break TimerUtils.Sleep(50,0) } ; This loop detects when the emu window is done flashing back and forth between your FE and the emu window and is actually in the game. Loop { If (x = 10) Break If emuPrimaryWindow.Active() x++ emuPrimaryWindow.Activate() TimerUtils.Sleep(50,0) } HideAppEnd(hideEmuObj,hideEmu) FadeInExit() emuPrimaryWindow.Activate() CloseProcess: FadeOutStart() emuPrimaryWindow.Close() TimerUtils.Sleep(50,0) Run, wmic process where name='RocketLauncher.exe' delete ExitModule() ~Escape:: Process, Close, fba64.exe ExitAPP return Final Burn Alpha (x64 NT6) v0.2.97.43 destiné à Windows Vista/7/8/8.1/10/11 ... (NT6.X)est un émulateur de jeu vidéo d'arcade basé sur l'émulateur Final Burn, qui émule différents systèmes tels que l' Arcades Atari Capcom Capcom Play System, CPS-2 et CPS-3 Cave Galaxian: Le Galaxian est un système d'arcade, destiné aux salles d'arcade, créé par la société Namco en 1979 et similaires Irem Kaneko 16 Konami Neo-Geo MVS Pacman et similaires PGM Psikyo 68EC020 et similaires Sega: System 1, 16, 18 et 32, X-Board et Y-Board Toaplan 1 et 2 Taito F2, X et Z support.zip 7.47 Go https://1fichier.com/?vz5ldaln6jzw4rcg7xuu et les Consoles Fairchild Channel F ColecoVision Neo-Geo AES (Advanced Entertaiment System) Neo-Geo CD Neo-Geo Pocket Nintendo NES Nintendo Famicom Disk System Mega Drive Sega SG-1000 Sega Game Gear Sega Master System Super NES (préliminaire et en mode debug) PC Engine TurboGrafx-16 SuperGrafx Ordinateurs MSX Sinclair ZX Spectrum Il fonctionne également sous les dépendances Linux (distro Ubuntu, Debian, Kali Linux,Pengwin, Fedora Remix, OpenSuse & Alpine WSL) / OSX via QT Informations Créateur Haavard Nord et Eirik Chambe-Eng Développé par Trolltech (1991–2008) Nokia (2008–2011) Qt Project (2011–présent) Digia (2012–2014) The Qt Company (2014–présent) Première version 20 mai 1995 Dernière version 6.8.1 (2 décembre 2024) Dépôt code.qt.io/cgit/qt/qtbase.git État du projet Actif Écrit en C++ Système d'exploitation GNU/Linux, Microsoft Windows, macOS, BSD, Android et iOS Environnement GNU/Linux, Windows, Windows CE, Mac OS X, BSD, Unix, Symbian OS, Maemo, Tizen, Genode Formats lus Qt Message, Qt User Interface, Qt Translation source file, Qt Assistant Documentation Profile, Qt Assistant Content File, Qt Resource Collection et Qt Jambi User Interface Formats écrits Qt Message, Qt User Interface, Qt Translation source file , Qt Assistant Documentation Profile, Qt Assistant Content File, Qt Resource Collection et Qt Jambi User Interface Type création d'interfaces graphique Licence GNU GPL v2, GNU LGPL 3 à partir de Qt 5.7 Documentation doc.qt.io Site web www.qt.io ainsi que des portages sur Android et Dingux - Écran de démarrage Promoteur Boubou Architectures mips x86 Modèle de développement Logiciel gratuit Sorti en 25 juin 2009 (15 ans) Famille Rockbox Cœur Linux Licence GNU GPL / Autres État de développement Actuel Site web www.dingux.com Origine commune Espagne Une histoire de licences libres… et de gros sous. Le panel arcade de la discorde… Capcom n’y est pour pas grand chose dans cette histoire : ils ont cédé les droits de leurs jeux à Koch Media, qui eux, ont décidé de s’appuyer sur le formidable travail de l’équipe de FinalBurn Alpha Seulement voilà : comme beaucoup de projets dits « Open Source », FinalBurn Alpha est libre et gratuit, oui… mais pas dans le cadre d’une utilisation commerciale. Or, avec le Capcom Home Arcade, Koch Media est en plein dans ce cas de figure… Sauf que… si Koch Media dispose bien de la licence des jeux Capcom, c’est un peu plus compliqué concernant la licence de FinalBurn Alpha… car c’est ce point qui pose problème. Koch Media, voulant probablement bien faire, a acheté la licence et les droits à Barry Harris, le « chef de projet »/développeur de FinalBurn Alpha. Sauf que : la licence de FinalBurn Alpha aurait été vendue dans la plus grande discrétion, sous le manteau, au nez et à la barbe des autres développeurs (bénévoles, faut-il le rappeler…) du projet… … sans aucun accord avec l’équipe même de FinalBurn Alpha, ni même avec les projets MAME (« Multiple Arcade Machine Emulator ») ou Final Burn, dont FBalpha tire une partie du code (et hérite donc de leurs licences d’utilisation…)… …et en totale violation des licences même du propre projet Final Burn Alpha ! Car oui, ce sont donc bien 3 licences qui ont été ouvertement violées, celle de FinalBurn, celle de FinalBurn Alpha et celle de MAME, toutes trois dites « libres et open source », mais uniquement dans le cadre d’une utilisation personnelle et non commerciale... « FB Alpha est un émulateur distribué sous une licence stipulant spécifiquement que l’on ne peut ni le vendre, ni le louer. »
  16. 35 downloads

    Multi Emulator Super System
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