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Everything posted by Rain

  1. 82 downloads

    Dat-O-Matic dat file parsing system which I created for a very special project that I am working on; I figured it would save some of the developers out there several hours of leg work creating their own. Currently it parses UTF/Text dat files found on http://datomatic.no-intro.org/ I plan on adding functionality of allowing it to parse XML/Text type DAT files at some point in time. Without further delay here is how you use this bad boy. Include a reference using DatProcessor; Initialize the code var myMethod = new DatFileProcessor(); var myGames = myMethod.ProcessFile(@"c:\path\to\my\datfile.dat"); This will read your DAT file into an object type that will be held much like a list type, and here is a quick and dirty way to loop through all of the data that can be found from that DAT file. Looping through games foreach (var myGame in myGames) { Console.WriteLine(myGame.Index); Console.WriteLine(myGame.Name); Console.WriteLine(myGame.RomCrc); Console.WriteLine(myGame.RomMd5); Console.WriteLine(myGame.RomName); Console.WriteLine(myGame.RomSha); Console.WriteLine(myGame.RomSize); Console.WriteLine(myGame.Serial); } Overview - The Layout of a DAT game ( name "Circus Attractions (Europe) (Compilation - Milestones)" description "Circus Attractions (Europe) (Compilation - Milestones)" rom ( name "Circus Attractions (Europe) (Compilation - Milestones).ipf" size 928295 crc 83BA36E2 md5 1B54BFAA5325EC1D654BF035299B0CCF sha1 516672412F3532F823088FD71A669D30E226D5CA ) ) Index - Stores the line number within the file where the game has been located Name - Stores the proper name of the game found in line #2 above RomCrc - Stores the CRC value of the rom found in line #3 RomSha - Stores the SHA1 value of the rom found in line #3 RomMd5 - Stores the MD5 value of the rom found in line #3 RomName - Stores the literal name of the rom found in line #3 RomSize - Stores the size of the current rom found in line #3 RomSerial - When applicable this will store the value of a games serial (typically found in line #3/#4) Anyways ladies and gents, I just wanted to spread my works for any of our brilliant software developers out there who need a quick and simple way of parsing DAT files; I will add a searching algorithm in later as well. Thanks everyone!
  2. 214 downloads

    Recently I had the need to obtain tons of data (as I am creating my own video gaming frontend (no, it's not for new systems; it is for old computers to play DOS games on.)) but there seemed to be a lack of tools out there for us software developers to use. So, my solution was to just simply make my own damned scraper that obtains detailed information from MobyGames. So, here I am after a day and a half of creating this scraper solution and am sharing it with the community in the hopes that I may save some other developer out there the headache and torture of doing this themselves. The only functionality that I left out of the scraper is the obtaining of images (as most of MobyGames images are sub-par at best anyhow) and all I care about is the detailed data and don't want to waste any of their bandwidth obtaining said images. The Dynamic Link Library Using the library is fairly simple and a straight forward process. What I usually do is declare a global List<MobyGamesSearchResult> that is populated later on in the code. The reason that I declare a global is so that I can easily obtain the name of the game, and the MobyGames.com URL for the application URL (later on in the code examples it will become clearer what I mean.) Setting up your methods using MobySharp; using MobySharp.Methods; public partial class Form1 : Form { List<MobyGamesSearchResult> _gameList = new List<MobyGamesSearchResult>(); ..... Now that you have declared all of your variables that you will be using throughout the application we can safely populate our results list by calling a search function. _gameList = new MobyScraper().SearchMoby(searchString); if (_gameList != null) foreach (var results in _gameList) { listBox1.Items.Add(results.Name); } Where searchString is equal to the name of the game you are looking for (ie DOOM II). You will notice that I also trap a null search result in the code above; as there is currently no method implemented of converting a null search (ie no games found.) So, now that we have our _gameList populated and have listed all of the search names into a nice tidy listbox we can continue our code as seen whenever the user changes the listbox1 index. foreach (var result in _gameList) { if (result.Name == (string)listBox1.SelectedItem) { var entry = new MobyScraper().GameInformation(result.Url); labelName.Text = (string)listBox1.SelectedItem; labelPublisher.Text = entry.Publisher; labelReleaseDate.Text = entry.ReleaseDate; labelDeveloper.Text = entry.Developer; labelPlatform.Text = entry.Platform; labelGenre.Text = entry.Genre; labelPerspective.Text = entry.Perspective; richTextBox1.Text = entry.Description; richTextBox2.Text = entry.AlternateTitles; return; } } So, as you can see by the code above we first get a search list of all available titles; and an URL is assigned to each title. After we have made a game selection we cross reference the title name against the selected game and if a match is found we extract the URL and then create a new GameInformation object which will contain all of the data on said game. The Example Application Showing Data Posted Image Anyhow, I hope some of my fellow third party developers get some use out of this; I have attached a sample application as well as the stand alone DLL file in this post.
  3. 3,593 downloads

    A utility designed for simple ROM matching against HyperSpin databases. Introduction: Okay, I'm back again this time with a brand new invention (no not a play on Vanilla Ice) that might help my fellow gamers setup their HyperSpin ROMS more efficiently. Now for those of you whom don't know me my name is Ronald or "rain" here on the forums and I am a computer software designer whom programs applications designed mostly for video gaming. I have tried a lot of the other systems out there and I am not sure about you guys but I personally don't feel safe using bulk renamers (as they tend to do more harm than good, and promote an all around sense of laziness.) So, I rebuilt an application that I orignally programmed back in 2010 that help me setup my HyperSpin setup (consisting of over 92 seperate systems) HyperMatch allows you to audit your systems individually to find missing ROM files (as they pertain to the HyperSpin databases), it then allows you to run a fuzzy match on the missing file, and then you can either remove the missing game from you HyperSpin database, rename a file or disregard it all together. I have used this program for a few years now, but just now got around to coding it for HyperSpin 2.0 databases. Setting Up HyperMatch: HyperMatch must be ran from the HyperSpin root folder (as it reads your database & settings files), so whenever you download the application make sure you unzip it to the correct folder otherwise HyperMatch will not work. The User Interface: Whenever you first open HyperMatch you will see a basic window that displays a list of the systems it has detected were in your HyperSpin installation, from this interface you can scan a system, rename ROM files, delete missing ROM files from your system database. (see fig 1) Using the drop down menu you should then select a system in which you would like to audit, once you have done so you will then click on the button labeled 'Audit System.' After a few moments (depending upon the size of your database) you will then see a list of missing ROM files appear in the top window. (see fig 2) Once your missing ROM files list has been populated you can then click on an item and choose which action you wish to perform on the file such as Fuzzy Match or Remove From Database. If you would like to run a name search on the missing file you can than set the Fuzzy Match tolerance to a desired percentile (I personally use 0.4), and then click the button labeled 'Fuzzy Match.' After which your ROM folder is scanned for a list of potential ROM's that might be misnamed. (see fig 3) Once the list of potential matches has been populated you can then click on the ROM name from the bottom list and select the button labeled 'Rename Selected.' Once you have done so you will then be asked for confirmation, provided you choose yes than the file will be renamed to the new database compliant name. (see fig 4 & 5) The same process as above is used whenever removing files from a HyperSpin database. A Word of Caution: HyperMatch was not designed to handle MAME renaming, please do not use this tool in attempt to make your MAME database compliant, there are much better tools suited for that such as ClrMamePro. Using this application on MAME will 100% screw it up, so never, ever do it!
  4. Version 1.0


    What is DrizzleZip? The answer to that is quite simple, let's say you have a folder with mixed files, some RAR, some ZIP, some 7z and some uncompressed files. Now, you decide for the sake of uniformity that you would like these files zipped up nice and pretty using 7z, ZIP, Gzip, Tar, Bzip, XZ or even TorrentZip techniques. Normally to do this you would have to jump through a lot of hoops. Enter DrizzleZip, simply select the folder which you wish to unify and click Process and in a matter of no time at all you will be left with a properly compressed directory. DrizzleZip has native built in recursion techniques which ensures that every file, under every folder will be compressed exactly how you want it! DrizzleZip also supports file splitting (meaning that if you have a ROM folder (or other) lets say: MyZip.7z which contains MyZip1.bin, MyZip2.bin these files will be broken down and compressed on an individual basis (optional of course)) so you can easily separate your compressed files into multiple archives. DrizzleZip also supports dragging a group of files, or entire folders (up to 1,000 folders) directly onto the application icon for command line processing. DrizzleZip has TorrentZip support meaning you can TorrentZip files from any format (7z, Zip, RAR or even loose files) and they will be stripped down (the contents that is) and re-compressed as stable TorrentZip (0.9) files. System Requirements DrizzleZip does require Microsoft .NET framework 4.0 (full package) for proper operation as well as administrative rights to your PC (meaning it can only be ran using administrator credentials. Notables DrizzleZip is considered stable beta software so backing up your files prior to using the application is always suggested prior to any run. Should you encounter any errors while using the program please feel free to post your findings here so that I can assist with debugging and fixing the problem. Also, if you have ideals and/or suggestions on what we can do to make the application more suitable or more enhanced please let us know so that we may take care of it for you! Screenshots Main Interface Password Update v1.0.0.0 5-23-2013 DrizzleZip has made it out of the alpha stages and is ready for prime time deployment. I removed some of the redundant features and added in more sanity features such as command line processing better recursion techniques and a slew of error traps (if applicable.) To run DrizzleZip as a command application simply type this into the command prompt: drizzlezip.exe -convert -tzip "c:\files\to\zip" This command will convert every file in c:\files\to\zip to the TorrentZip format. Supported members are -zip -7z -tar -gz -xz -t7z -tzip DrizzleZip is now multilingual you just add the XML to /Lang/ and restart DrizzleZip and it will detect the new language file, where you can select it from the Language tool member on the main GUI. Below is the English template which you can use to create your own language files; if you do create a language file please upload it to this forum so that others can get it, and so that I may include it pre-bundled on future releases. <lang><menu><file value="File" /><neww value="New window" /><exit value="Exit" /><tool value="Tools" /><clch value="Clear cache data" /><vchd value="View cache data" /><lans value="Language" /><help value="Help" /></menu><itembar><fcompress value="Folder Compression" /><termoutpt value="Terminal Output" /><hlpcenter value="Help Center" /></itembar><directcontrol><title value="Directory Control" /><label value="Source Directory" /><vownr value="Verify ownership of directory/file" /><brose value="Browse" /></directcontrol><compresscontrol><title value="Compression Settings" /><ctype value="Compression Type" /><clvel value="Compression Level" /><cboxs value="Put each file in a seperate archive" /></compresscontrol><options><nerror value="Notify on error" /><bkerro value="Break current operation" /><lgcont value="Log And Continue" /><enflbk value="Enable file backups" /><pmptin value="Prompt user for input" /><useinc value="Use incremental backups" /><ntflow value="Notify on low space waring" /></options><appcontrol><pausctrl value="Pause" alt="Resume" /><prcejobf value="Process Job" alt="Cancel" /><loggnopt value="Logging Options" /><svtoterm value="Save terminal to logfile" /><btnsavas value="Save As" /><ovrallop value="Overall Operation" /><btnclrtl value="Clear Terminal" /></appcontrol></lang>
  5. Okay, so I have made it back from round #2 of surgeries and over the next couple of days (aside from playing WoW) I will be working on a major revision of HyperSync which addresses some of the little annoyances that users seem to be having with the application. Stuff such as proper path verification, artwork auditing will be worked on, there will also be a new multi-threaded downloader that will better utilize the network stream and allow for segmented downloading. There is also one feature that I am very keen on working on, but don't want to say anything about it until I have had plenty of time to test it out. Another thing that I am excited to have built into the application is a Internet speed survey (which basically tests the clients Internet connection speed) that will allow HyperSync to manage downloading of data in a proper way for users using any Internet connection type. Stay tuned!
  6. ​Updated the application to see first post.
  7. I will not say that HyperSync is XP 64 compatible even though it works, because it can be updated at anytime that would make it non functional on that system. The FTP is updated once a month I believe, to have the same media available on FTP as in HyperSync is not possible as it would require someone to man the controls 24/7; that is why we dump it once a month. I guess I just don't understand this post....
  8. Agreed, I have no ideal what you are talking about as well. HyperSync does work on Windows XP 64 at the moment as well. But as my other Windows XP 64 bit users know; that operating system is a dying platform (hell the x64 XP version was just about dead out of the gate anyhow.) There will be a time where you will be forced to move away from such an outdated platform; heck I love Windows 95 too but can't run it and with good reason. My suggestion to you is to try the current version of HyperSync before posting because you should have no problem at all running it......
  9. Have you tried the newest version out and removed the troublesome line from the .config file? Plus, I always get it working on everybodies computer 100% of the time. It's usually just a quick problem with a Windows install.
  10. Please Everyone, take note: I have some big changes taking place to the HyperSync server and it is highly important everybody is staying up to date with the latest versions of HyperSync. I will reveal more about said changes later, but for now just please update your installation. Thank you
  11. Updated HyperSync to v. to Address Security Issues This update includes a few minor updates to the application which should accommodate for security issues. Please users who have had security issues in the past download the new version from here or use HyperSync's built in updater. Let me know if this has resolved the issue, thank you very much!
  12. for the folks with the security issues, try this build and report to me if it solved your problem or not. HyperSync Cloud Test Beta.zip
  13. Cheers for the debug log! Looks like the problem is when its trying to determine your MAC address! I also want to thank you for the 'fix', I can confirm this works on two new machines!</none></none></none>
  14. Minor update to be released tomorrow afternoon.
  15. HyperSync Now Supports XP32 & XP64 I couldn't leave you guys in the dark for too long, so after some very exhausting research and expensive libraries I am pleased to announce that HyperSync now supports all Windows versions (XP and above.) If you have not already, redownload the HyperSync file from here and run. Thanks to everybody and your support!
  16. It will never have a label, but I might consider adding a cog to it in later versions.
  17. Yours looks to be a Windows Security issue and not a HyperSync issue, there is nothing you can do to get HyperSync to run. I will pass your issue on to Jon our resident Windows expert and he should be able to help you.
  18. HyperList is up there on my list as well, we have decided to just recode the whole damned thing as the current HyperList is to 'broken', and not worth the time to fix. Circo, you know me ~ I'm a multitasker baby! On a serious note, I am so glad that everybody is enjoying the new HyperSync and that it is operating so well for so many. I owe so many people for it's success that I could not possibly begin to list everybody here. So, thank you all very much for your help along the way!
  19. Well, now I'm starting to get a little bored, HyperSync seems to be wrapping up and getting ready for an all out official version. Running out of bugs to fix, argh - time to go in search of my next big​ project....
  20. Windows 8.1 is the Bomb! The brilliance of Windows 7 was enough to move me away from the antiquated Windows XP framework, and after I saw the performance increase of Windows 8 vs Windows 7 I moved to it instead. Now that Windows 8.1 is out for public beta, I had no choice but to move to it, as a developer I cannot ignore the overall performance and enhancements of Windows 8. Granted a lot of elder legacy type applications won't run on it, it is a great operating system all around. HyperSync will have no issues with Windows 8 as the larger portion of it was programmed on Windows 8.1. I could never look back, and honestly it was the best $41 I think I ever spent in my life. Honestly, I never really had any problems with Vista (even when it was new), it always did what it was supposed to do. The only thing I ever noticed is that people would blindly put it on systems with 512 MB of RAM (which was pretty standard for laptops back then) and it would run a little slow. Can't really fault Microsoft for users who don't pay attention and try to overload their systems with software it simply can't handle. Nope, I've got nothing bad to say about Vista at all. And compared to Windows XP Vista's GUI was ten fold better looking IMO. Vista gave us a lot of the stuff that we still use today in modern operating systems. I have an older Vista rig with 1.3GB of RAM, 1.2GHz Intel processor and a 40GB HDD that I am still very fond of, that's the computer I learned how to program on, and would not take anything in the world for it. As a matter of fact here is a little known fact; anytime I finish a build of an application, it is compiled on that very same Vista machine (mostly for sentimental reasons.) So, I guess in a round a bout way, without Windows Vista HyperSync would have never been published..
  21. Hehehe, download the latest update. From time to time I put random MessageBoxes in my application to trap errors visually. You found an easter egg, the newest versions will not include the boo!
  22. Updated HyperSync to This release includes a new Game Settings tab located within the Media Configuration window. This tab allows you to adjust what items get synced for a particular game. For instance if you do not want to sync a theme for Super Street Fighter 3 then you can turn off themes for this particular game. This is a beta build of the feature, but I believe it is very stable at the moment. Also - Please ensure that you are all updating your HyperSync versions during this finalization process as new builds are being developed every single day. I still see about 70 users are using way out of date HyperSync's which are generating a lot of server side scripting errors; so let's get 'em updated. Thanks guys!
  23. EmuMovies Update Care Package Just updated the application, so make sure to grab your copy today! Started adding in some methods for querying EmuMovies.com to retrieve data for the new HyperLaunch system. EmuMovies.com is almost becoming a necessity for HyperSync as so much of the data we get comes directly from there. If you are not a member of EmuMovies.com consider joining ASAP as big changes are coming to HyperSync and I personally want to make sure you get the most "bang" possible out of your video gaming setup.
  24. If it was just a bundle of random DLL files that HyperSync needed I would have included them in the build. However, HyperSync uses the core application to play media files at the moment. I am working on a DirectX version of HyperSync for viewing of the media assets but that could be a "long" time away. Windows Media Player in and of itself is not a 'large' application to speak of, but it is a required dependency of HyperSync; one of which there is no way around.
  25. It may never work for you. I will see if I can buy some new media player controls that are compatible universally.
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