Jump to content

Search the Community

Showing results for tags 'Hyperspin'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Believe the Hype!
    • HyperNews
  • HyperSupport
    • HyperSpin
    • HyperSpin Android
    • HyperSpin 3rd Party Applications
    • HyperWorld
  • HyperStudio
    • Graphic & Theme Creation
    • Cabinets and Projects
  • HyperBase
    • HyperBase Live
    • HyperSync
    • HyperBase Databases
  • HyperPin
    • Content and Support
    • HyperPin Cabinet Forum
  • 1st Hyperspin Club's Club Brainstorm
  • 1st Hyperspin Club's History
  • Hyper Metal MoshPIT's Welcome brothers and sisters
  • Unofficial Tutorials's You Tube Releases

Categories

  • HyperSpin
    • HyperSpin (Windows)
    • HyperSpin (Android)
    • 3rd Party Apps
  • HyperMedia
    • Arcade Systems
    • Computer Systems
    • Console Systems
    • Handheld Systems
    • Pinball Systems
    • Miscellaneous Systems
    • Other Media
    • HTPC Themes
    • Universal Themes
    • Hall of Champions
  • Supporter Section
  • HyperPin
  • HyperPin Systems

Categories

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


Biography


Location


Interests


Occupation

Found 178 results

  1. Hello guys! It might be a stupid question, but I have a hard time configuring my wiimotes as lightguns in MAME through Glovepie. I have several scripts, which work great outside of hyperspin. The mouse cursor moves smoothly and everything looks fine. However, when I enter Hyperspin, the cursor starts to move as if it was on a grid. It looks like the wiimotes are emulating the keyboard and it makes the whole thing unplayable. Do you have any idea on what my problem could be? Thank everyone! PS: This is the "best" Glovepie script I've found so far: ------------------------------------------------------------------------- 'MAME Wiimote Lightgun Script 'NOTE: PPJOY MUST be installed for this to work! 'NOTE2: The guns will show up as joysticks in mame, NOT mice! 'NOTE3: Set the deadzone in your mame.ini to 0 and the Saturation to 1 'for best results 'Mappings: 'Power Button = Turn off Wiimote 'NOTE: Do NOT hit the power button if you wiimote isn't connected to your 'computer, it will turn on your Wii! '1+2 = Connect Wiimote (Only works when script first starts... can take 'multiple trys) 'Pointer Position = Joystick X and Y Axis 'B Trigger = Joy Button 1 'A Button or Shake Wiimote = Joy Button 2 (You can smack the butt of the handle on the gun to reload or press A) '1 Button = Joy Button 3 '2 Button = Joy Button 4 '-Button = Joy Button 5 '+Button = Joy Button 6 'Home Button = Joy Button 7 'D-pad UP = Enter Calibration Mode 'D-pad DOWN = Reset Calibration Values to the Default 'For Player 1 ONLY! '------------------- 'D-pad Left=Toggle Offscreen Reload (On for lightgun, off for joystick gun) '------------------- 'if Nunchuck Mode is plugged in: (in addition to wiimote mappings) 'Z Button or Shake Nunchuck = Joy Button 2 'C Button = Joy Button 1 if var.init=0 then 'USER Editable Settings Section '------------------------------ 'exit script when made exits var.exit=1 'unpair wiimotes on exit.... set to 0 if you want to leave them connected. var.unpair=1 'Aspect Mode Correction: 0=None, 1=Playing a 4:3 game on a 16:9 monitor '2=Playing a 4:3 game on a 16:10 monitor 'wtp=AspectMode var.AspectMode=0 'enables pressing button 2 via shaking the wiimote var.shake=1 'enables pressing button2 via shaking the nunchuck var.nshake=1 'NOTE: The shake to reload options don't work unless offscreen reload is enabled 'Note: WTP comments are for my experimental write to pie app... it'll let 'you save your calibration settings! So don't remove or move them! 'Starting Calibartion Values... Will be saved as you adjust! '---------------------------------------------------------- 'wtp=offscreenreload var.offscreenreload=0 'wtp=xmin var.xmin=0.08 'wtp=ymin var.ymin=0.07 'wtp=xmax var.xmax=0.96 'wtp=ymax var.ymax=0.95 'wtp=xmin2 var.xmin2=0.14 'wtp=ymin2 var.ymin2=0.28 'wtp=xmax2 var.xmax2=0.73 'wtp=ymax2 var.ymax2=1.03 'wtp=xmin3 var.xmin3=0 'wtp=ymin3 var.ymin3=0 'wtp=xmax3 var.xmax3=1 'wtp=ymax3 var.ymax3=1 'wtp=xmin4 var.xmin4=0 'wtp=ymin4 var.ymin4=0 'wtp=xmax4 var.xmax4=1 'wtp=ymax4 var.ymax4=1 '----------------------------------------------------------- 'constant section '--------------- var.init=1 pie.FrameRate = 100 hz '--------------- var.exists=wiimote1.Exists var.exists2=wiimote2.exists end if if var.MAME=0 then if window.class="MAME" then var.MAME=1 end if if var.MAME=1 then if window.class <> "MAME" then if var.unpair=1 then execute("btpair.exe"," -u") exitpie end if end if 'Gun Control Section if var.calibrate=0 then fakecursor5.visible=0 'Player 1 if var.calibrate=0 and wiimote1.exists =true then var.pointerx=wiimote1.pointerx var.pointery=wiimote1.pointery if var.MAME=0 then if fakecursor1.visible=0 then fakecursor1.visible=1 fakecursor1.x = maprange(var.pointerx,var.xmin,var.xmax,0,1) fakecursor1.y =maprange(var.pointery,var.ymin,var.ymax,0,1) else if fakecursor1.visible=1 then fakecursor1.visible=0 if var.offscreenreload=1 then if var.reload=0 then ppjoy1.Analog0 = maprange(var.pointerx,var.xmin,var.xmax,-1,1) ppjoy1.analog1 =maprange(var.pointery,var.ymin,var.ymax,-1,1) end if else ppjoy1.Analog0 = maprange(var.pointerx,var.xmin,var.xmax,-1,1) ppjoy1.analog1 =maprange(var.pointery,var.ymin,var.ymax,-1,1) end if if nunchuck1.Exists=0 then ppjoy1.Digital0=wiimote1.b if var.shake=1 and var.offscreenreload=1 then var.reload=wiimote1.a or wiimote1.shake else var.reload=wiimote1.a end if else ppjoy1.digital0=wiimote1.b or nunchuck1.C if var.nshake=1 then if var.shake=1 then var.reload=wiimote1.a or wiimote1.shake or nunchuck1.Z or wiimote1.Nunchuk.Shake else var.reload=wiimote1.a or nunchuck1.Z or wiimote1.Nunchuk.Shake end if else if var.shake=1 and var.offscreenload=1 then var.reload=wiimote1.a or wiimote1.shake or nunchuck1.Z else var.reload=wiimote1.a or nunchuck1.Z end if end if end if if var.offscreenreload=1 then if var.reload=1 then ppjoy1.Analog0=-1 ppjoy1.Analog1=-1 ppjoy1.Digital0=1 wait 10ms ppjoy1.digital0=0 end if else ppjoy1.digital1=var.reload end if ppjoy1.digital2 = wiimote1.one ppjoy1.digital3 = wiimote1.two ppjoy1.digital4=wiimote1.minus ppjoy1.digital5=wiimote1.plus ppjoy1.digital6=wiimote1.home end if else if var.calibrate=0 then fakecursor1.visible=0 end if '---------------------------------------------------------------------------- 'Player 2 if var.calibrate=0 and wiimote2.exists = true then var.pointerx2=wiimote2.pointerx var.pointery2=wiimote2.pointery if var.MAME=0 then if fakecursor2.visible=0 then fakecursor2.visible=1 fakecursor2.x = maprange(var.pointerx2,var.xmin2,var.xmax2,0,1) fakecursor2.y =maprange(var.pointery2,var.ymin2,var.ymax2,0,1) else if fakecursor2.visible=1 then fakecursor2.visible=0 if var.offscreenreload=1 then if var.reload2=0 then ppjoy2.Analog0 = maprange(var.pointerx2,var.xmin2,var.xmax2,-1,1) ppjoy2.analog1 =maprange(var.pointery2,var.ymin2,var.ymax2,-1,1) end if else ppjoy2.Analog0 = maprange(var.pointerx2,var.xmin2,var.xmax2,-1,1) ppjoy2.analog1 =maprange(var.pointery2,var.ymin2,var.ymax2,-1,1) end if if nunchuck2.Exists=0 then ppjoy2.Digital0=wiimote2.b if var.shake=1 and var.offscreenreload=1 then var.reload2=wiimote2.a or wiimote2.shake else var.reload2=wiimote2.a end if else ppjoy2.digital0=wiimote2.b or nunchuck2.C if var.nshake=1 then if var.shake=1 then var.reload=wiimote2.a or wiimote2.shake or nunchuck2.Z or wiimote2.Nunchuk.Shake else var.reload=wiimote2.a or nunchuck2.Z or wiimote2.Nunchuk.Shake end if else if var.shake=1 and var.offscreenload=1 then var.reload=wiimote2.a or wiimote2.shake or nunchuck2.Z else var.reload=wiimote2.a or nunchuck2.Z end if end if end if if var.offscreenreload=1 then if var.reload2=1 then ppjoy2.Analog0=-1 ppjoy2.Analog1=-1 ppjoy2.Digital0=1 wait 10ms ppjoy2.digital0=0 end if else ppjoy2.digital2=var.reload2 end if ppjoy2.digital2 = wiimote2.one ppjoy2.digital3 = wiimote2.two ppjoy2.digital4=wiimote2.minus ppjoy2.digital5=wiimote2.plus ppjoy2.digital6=wiimote2.home end if else if var.calibrate=0 then fakecursor2.visible=0 end if '--------------------------------------------------------------------------- 'Player 3 if var.calibrate=0 and wiimote3.exists = true then var.pointerx3=wiimote3.pointerx var.pointery3=wiimote3.pointery if var.MAME=0 then if fakecursor3.visible=0 then fakecursor3.visible=1 fakecursor3.x = maprange(var.pointerx3,var.xmin3,var.xmax3,0,1) fakecursor3.y =maprange(var.pointery3,var.ymin3,var.ymax3,0,1) else if fakecursor3.visible=1 then fakecursor3.visible=0 if var.offscreenreload=1 then if var.reload3=0 then ppjoy3.Analog0 = maprange(var.pointerx3,var.xmin3,var.xmax3,-1,1) ppjoy3.analog1 =maprange(var.pointery3,var.ymin3,var.ymax3,-1,1) end if else ppjoy3.Analog0 = maprange(var.pointerx3,var.xmin3,var.xmax3,-1,1) ppjoy3.analog1 =maprange(var.pointery3,var.ymin3,var.ymax3,-1,1) end if if nunchuck3.Exists=0 then ppjoy3.Digital0=wiimote3.b if var.shake=1 and var.offscreenreload=1 then var.reload3=wiimote3.a or wiimote3.shake else var.reload=wiimote3.a end if else ppjoy3.digital0=wiimote3.b or nunchuck3.C if var.nshake=1 then if var.shake=1 then var.reload3=wiimote3.a or wiimote3.shake or nunchuck3.Z or wiimote3.Nunchuk.Shake else var.reload3=wiimote3.a or nunchuck3.Z or wiimote3.Nunchuk.Shake end if else if var.shake=1 and var.offscreenload=1 then var.reload3=wiimote3.a or wiimote3.shake or nunchuck3.Z else var.reload3=wiimote3.a or nunchuck3.Z end if end if end if if var.offscreenreload=1 then if var.reload3=1 then ppjoy3.Analog0=-1 ppjoy3.Analog1=-1 ppjoy3.Digital0=1 wait 10ms ppjoy3.digital0=0 end if else ppjoy3.digital1=var.reload3 end if ppjoy3.digital2 = wiimote3.one ppjoy3.digital3 = wiimote3.two ppjoy3.digital4=wiimote3.minus ppjoy3.digital5=wiimote3.plus ppjoy3.digital6=wiimote3.home end if else if var.calibrate=0 then fakecursor3.visible=0 end if '-------------------------------------------------------------------------- 'Player 4 if var.calibrate=0 and wiimote4.exists = true then var.pointerx4=wiimote4.pointerx var.pointery4=wiimote4.pointery if var.MAME=0 then if fakecursor4.visible=0 then fakecursor4.visible=1 fakecursor4.x = maprange(var.pointerx4,var.xmin4,var.xmax4,0,1) fakecursor4.y =maprange(var.pointery4,var.ymin4,var.ymax4,0,1) else if fakecursor4.visible=1 then fakecursor4.visible=0 if var.offscreenreload=1 then if var.reload4=0 then ppjoy4.Analog0 = maprange(var.pointerx4,var.xmin4,var.xmax4,-1,1) ppjoy4.analog1 =maprange(var.pointery4,var.ymin4,var.ymax4,-1,1) end if else ppjoy4.Analog0 = maprange(var.pointerx4,var.xmin4,var.xmax4,-1,1) ppjoy4.analog1 =maprange(var.pointery4,var.ymin4,var.ymax4,-1,1) end if if nunchuck4.Exists=0 then ppjoy4.Digital0=wiimote4.b if var.shake=1 and var.offscreenreload=1 then var.reload4=wiimote4.a or wiimote4.shake else var.reload=wiimote4.a end if else ppjoy4.digital0=wiimote4.b or nunchuck4.C if var.nshake=1 then if var.shake=1 then var.reload4=wiimote4.a or wiimote4.shake or nunchuck4.Z or wiimote4.Nunchuk.Shake else var.reload4=wiimote4.a or nunchuck4.Z or wiimote4.Nunchuk.Shake end if else if var.shake=1 and var.offscreenload=1 then var.reload4=wiimote4.a or wiimote4.shake or nunchuck4.Z else var.reload4=wiimote4.a or nunchuck4.Z end if end if end if if var.offscreenreload=1 then if var.reload4=1 then ppjoy4.Analog0=-1 ppjoy4.Analog1=-1 ppjoy4.Digital0=1 wait 10ms ppjoy4.digital0=0 end if else ppjoy4.digital1=var.reload4 end if ppjoy4.digital2 = wiimote4.one ppjoy4.digital3 = wiimote4.two ppjoy4.digital4=wiimote4.minus ppjoy4.digital5=wiimote4.plus ppjoy4.digital6=wiimote4.home end if else if var.calibrate=0 then fakecursor4.visible=0 end if '-------------------------------------------------------------------------- 'Click Functions, For changing modes 'Player 1 '-------------------------------------------------- if SingleClicked(wiimote1.up) then if var.calibrate =0 or var.calibrate =1 then if var.calibrate=1 then var.calibrate=0 else var.calibrate=1 var.cmode=1 fakecursor5.visible=1 say "Shoot the Upper Left Corner" end if end if end if if SingleClicked(wiimote1.down) then var.xmin=0 var.ymin=0 var.xmax=1 var.ymax=1 var.xmid=.5 var.ymid=.5 say "Player One Calibration Reset" execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin="+var.xmin+" -ymin="+var.ymin+" -xmax="+var.xmax+" -ymax="+var.ymax) end if 'NOTE: Changing reload modes is exclusive to P1, all guns follow suit. if SingleClicked(wiimote1.left) then if var.offscreenreload=0 then var.offscreenreload=1 say "Off Screen Reload Enabled" else var.offscreenreload=0 say "Off Screen Reload Disabled" end if execute("wtp.exe"," -script=MAMEWiiGun.pie -offscreenreload="+var.offscreenreload) end if '------------------------------------------------- 'Player 2 '------------------------------------------------- if SingleClicked(wiimote2.up) then if var.calibrate =0 or var.calibrate=2 then if var.calibrate=2 then var.calibrate=0 else var.calibrate=2 var.cmode=1 fakecursor5.visible=1 say "Shoot the Upper Left Corner" end if end if end if if SingleClicked(wiimote2.down) then var.xmin2=0 var.ymin2=0 var.xmax2=1 var.ymax2=1 var.xmid2=.5 var.ymid2=.5 say "Player Two Calibration Reset" execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin2="+var.xmin2+" -ymin2="+var.ymin2+" -xmax2="+var.xmax2+" -ymax2="+var.ymax2) end if '------------------------------------------------------ 'Player 3 '------------------------------------------------- if SingleClicked(wiimote3.up) then if var.calibrate =0 or var.calibrate=3 then if var.calibrate=3 then var.calibrate=0 else var.calibrate=3 var.cmode=1 fakecursor5.visible=1 say "Shoot the Upper Left Corner" end if end if end if if SingleClicked(wiimote3.down) then var.xmin3=0 var.ymin3=0 var.xmax3=1 var.ymax3=1 var.xmid3=.5 var.ymid3=.5 say "Player Three Calibration Reset" execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin3="+var.xmin3+" -ymin3="+var.ymin3+" -xmax3="+var.xmax3+" -ymax3="+var.ymax3) end if '------------------------------------------------------ 'Player 4 '------------------------------------------------- if SingleClicked(wiimote4.up) then if var.calibrate =0 or var.calibrate=4 then if var.calibrate=4 then var.calibrate=0 else var.calibrate=4 var.cmode=1 fakecursor5.visible=1 say "Shoot the Upper Left Corner" end if end if end if if SingleClicked(wiimote4.down) then var.xmin4=0 var.ymin4=0 var.xmax4=1 var.ymax4=1 var.xmid4=.5 var.ymid4=.5 say "Player Four Calibration Reset" execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin4="+var.xmin4+" -ymin4="+var.ymin4+" -xmax4="+var.xmax4+" -ymax4="+var.ymax4) end if '------------------------------------------------------ 'Calibration Funtion 'It is annoyingly complex. :-( if var.calibrate>0 then if var.blink=1 then wait 100ms var.blink=0 var.wobble=1 var.wobblec=0 else wait 100ms var.blink=1 var.wobble=.987 var.wobblec=-.023 end if if var.cmode=1 then if var.calibrate=1 then ppjoy1.analog0 =-1 *var.wobble ppjoy1.analog1=-1*var.wobble var.xmin=wiimote1.pointerx var.ymin=wiimote1.pointery end if if var.calibrate=2 then ppjoy2.analog0 =-1 *var.wobble ppjoy2.analog1=-1*var.wobble var.xmin2=wiimote2.pointerx var.ymin2=wiimote2.pointery end if if var.calibrate=3 then ppjoy3.analog0 =-1 *var.wobble ppjoy3.analog1=-1*var.wobble var.xmin3=wiimote3.pointerx var.ymin3=wiimote3.pointery end if if var.calibrate=4 then ppjoy4.analog0 =-1 *var.wobble ppjoy4.analog1=-1*var.wobble var.xmin4=wiimote4.pointerx var.ymin4=wiimote4.pointery end if fakecursor5.x =0.005 fakecursor5.y=0.02 fakecursor5.image="UL.ico" fakecursor5.caption ="Shoot The Corner!" end if if var.cmode=2 then if var.calibrate=1 then ppjoy1.Analog0=1*var.wobble ppjoy1.analog1=1 *var.wobble var.xmax=wiimote1.pointerx var.ymax=wiimote1.pointery end if if var.calibrate=2 then ppjoy2.Analog0=1*var.wobble ppjoy2.analog1=1 *var.wobble var.xmax2=wiimote2.pointerx var.ymax2=wiimote2.pointery end if if var.calibrate=3 then ppjoy3.Analog0=1*var.wobble ppjoy3.analog1=1 *var.wobble var.xmax3=wiimote3.pointerx var.ymax3=wiimote3.pointery end if if var.calibrate=4 then ppjoy4.Analog0=1*var.wobble ppjoy4.analog1=1 *var.wobble var.xmax4=wiimote4.pointerx var.ymax4=wiimote4.pointery end if fakecursor5.x =.98 fakecursor5.y=.98 fakecursor5.image="LR.ico" fakecursor5.caption ="Shoot The Corner!" end if if var.blink=1 then if var.calibrate=1 then fakecursor5.colour=[0,0,1] else fakecursor5.colour=[1,0,0] end if else if var.calibrate=1 then fakecursor5.colour=[0,1,1] else fakecursor5.colour=[1,1,0] end if end if if (SingleClicked(wiimote1.b)and var.calibrate=1) or (singleclicked(wiimote2. and var.calibrate=2) or (singleclicked(wiimote3. and var.calibrate=3) or (singleclicked(wiimote4. and var.calibrate=4) then var.sf=var.sf*2 var.cmode=var.cmode+1 if var.cmode>2 then var.cmode=0 say "Calibration Complete!" fakecursor5.visible=0 if var.calibrate=1 then execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin="+var.xmin+" -ymin="+var.ymin+" -xmax="+var.xmax+" -ymax="+var.ymax) end if if var.calibrate=2 then execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin2="+var.xmin2+" -ymin2="+var.ymin2+" -xmax2="+var.xmax2+" -ymax2="+var.ymax2) end if if var.calibrate=3 then execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin3="+var.xmin3+" -ymin3="+var.ymin3+" -xmax3="+var.xmax3+" -ymax3="+var.ymax3) end if if var.calibrate=4 then execute("wtp.exe"," -script=MAMEWiiGun.pie -xmin4="+var.xmin4+" -ymin4="+var.ymin4+" -xmax4="+var.xmax4+" -ymax4="+var.ymax4) end if var.calibrate=0 end if if var.cmode=2 then say "Shoot the Lower Right Corner" end if end if end if
  2. Hey Yall, I think im starting to understand the madness that is Hyperspin..... So I have been trying to figure out how to install PC games into Hyperspin. A simple task by most stretches of the word except, most tutorials I find are either out of date (using a older version) or use either ONLY RocketLaunch or ONLY HyperLaunch. Anyway, so I tried adding ReMooD (4 player split screen doom) to Hyperspin, I could get it to run normally, I could get it to run through RocketLaunch, but for whatever reason i could never get it to run through hyperspin, I always ran into an error. Some many hours later and a small break, I sat back down, changed something.....and it worked. Hurray! cannot for the life of me remember what I did, but it worked. Now I go and add another PC game to the list an-----why do I have this exact same error? What did I do!?!?! How did I fix this before!?! Anyway so im getting this error.....but it makes no sense. NOW, Doom works fine and Lethal League is installed the exact same way as I installed Doom, Doom works, Lethal League does not. Could someone please shine some light on this madness? :3 Thank you
  3. Hi Guys, I've been trying to download hyper spin on the forums however I keep getting this message. Am I doing something wrong? Thank you. Sorry, we couldn't find that! [#10850.2] An internal error occurred. Please contact an administrator Need Help? Our help documentation Contact the community administrator
  4. Hi guys, After lurking my way around here for quite some time now I wanted to show you guys my own build cabinet. It's 100% custom and not like any other cabinet out there. My brother and I love cabinets and retrogames since we were kids so it was just a matter of time before we deceided to build our own cabinet. We have been collecting games and consoles for a long time and always kept our collection up to date at http://retrogamebrothers.com. Therefor we deceided to build a custom cab dedicated to our alias the "retrogamebrothers". Lets start of with the finished product. Also see our cabinet in action If you don't get anything we say, its because its in Dutch. Internals and software Processor: Intel XEON quadcore 3Ghz Memmory: 8GB HDD: 1TB, 7200RPM (Games) SSD: 512MB Samsung portable (OS) 2 Large fans (intake and outtake for airflow at the back) Stereo speakers WiFi USB stick for updates, network games and remote access. Sticks: Sanwa sticks with 8 diagonal restrictor plates Buttons: Default arcade buttons Controller: iPAC2 Monitor: Dell Ultrasharp U2412M OS: Windows 7 Frontend: Hyperspin Emulators: MAME only Materials used 2 large boards of MDF 2 Cans of Black spraypaint Lots of black sticker foil 2 Vynil stickers for the sides Vynil sticker for the marquee 2 pieces of Plexiglass for the marquee and the button panel Lots of screws, woodglue and wooden strips for construction RGB LED lightstrip for the footer LED lightstrip for the marquee Cardboard for the monitor backplate Coinslot, keylocks, wire, wire, wire and more wire Glass window to cover the monitor and monitor backplate Construction We started out by drawing our ideal cabinet on a piece of paper. What do we want? CRT of LCD? standup cabinet or tabletop? 2 player or 4 player? Finally we deceided and skeched some mockups of what we would like. Not much later we started thinking about sizes and shapes and got to the following final draft. After that we started cutting out the panels. Time to apply some paint to the inside of the sidepanels Then, order some goodies and start working on the foot stand (with collapsable wheels) Creating the frontpanel with the coinslot Start putting it toghetter to get an idea of the result Start working on the electronics and PC Creating the art and finnishing the cabinet Putting it toghetter for the last time Almost done! In conclusion It was a lot of work! We had never done anything remotely to working with wood or building a cab but we are really happy with the result! It took us about 3 months to build the whole cab. Since we only worked on it in the evenings and weekends it took us a bit longer then expected. Also figuring out the best way to run HyperSpin, MAME, mapping the buttons, creating configs, downloading movies etc. turned out to be waaaaaaay more work then I thought. By using a subscription to both HyperSpin and EmuMovies I spared mysqlf quite some time. We made the artwork ourself. Since I created an 8 bit retro game a while back I thought it would be cool to run the game on the cabinet en use the artwork for the cabinet as well. It displays my brother and me in 8 bit style and also uses our logo for the marquee and sideart. You can check the game out if you want. Its free, open source and available for MAC, Windows and Linux. http://tweakers.net/acties/tweakbattle I created it with a good friend of mine and the game is build in C++ with SDL. All graphics are created in the Gimp. The cabinet powers on with one single button on the back. It lights the marquee, footer RGB led, LEDS for the coinslot (not in the pictures), the monitor and the PC. The PC resumes Windows from an image stored on the SSD so the cabinets boots into Hyperspin in about 15 seconds. You never see anything from Windows since I modified the resume screen and from there it goes straight into Hyperspin wich was still loaded in memory. We only used MAME games since we love throwing in quarters and play the games we used to play when on holiday. We wanted the authentic feel so no SNES or other retro consoles are installed. We deceided to go with LCD though. It tunred out great! The cabinet is a bit lighter and thinner then using a CRT. Using the MAME HLSL shaders we emulated a great retro look on the LCD. My little nephew even told me to get a new graphics card since it all looked so "blurry" and "pixelated". Just how I wanted it! We recently started building our second cabinet so I hope you guys like the build. Please leave me some feedback on what you love or where yout think we could have done better. We love to learn from it! If you need some info on how we did things, feel free to ask. Thanks for checking this out! Cheers, Retrogame brothers.
  5. Hi Everyone, I'm wondering what else I might be able to add to my Hyperspin Barcade machine. Have a look at the video below. All suggesstions are welcomed. Thanks, D. https://youtu.be/xup6ariaQ14
  6. Rincewind

    Change over

    Hi All I'm new to the forum a first timer but quick learner! Here's my idea and I wondered how I should plan to do it.... I did the thing that most people here seem to think the wrong start in hyperspin...... I bought a hard drive from the internet, in my defence it all happened in a nostalgic night on my tablet... But in the time it took to arrive I found a lot of YouTube videos to start it myself so I registered and paided both here and at emu site and with the help of YouTube managed to get it all working up to date with version 1.4 and rocket launcher and mame 0.164 all videos and stuff looking great. Now my problem is the drive turned up working fine but is on the older version of hyperspin but has a lot of systems on it. so do I continue with my updated version and move over the bits I haven't got and more importantly how is the best way to do it??? Or do I just use the one that I ordered??? Thanks for your time
  7. I was wondering if there is a way to hide or remove non working roms from my hyperspin mame wheel. A quicker way. Currently going into XML file and removing the non working ones but with 5000+ games having to check every single one seems to be a pain. Is there a faster way to create a new xml of "working" rom files? or something that will go through and remove everything? I know a lot of people speak of Don's tool but that seems a little confusing.
  8. Hi All, First off, this community is just great. I have been doing Mame related stuff for years and just gave HS a try. Love it and love the helpfulness I have seen. Here are my questions. While I have been doing Mame stuff for a while I have only ever played off MameUI and this is a whole new level. Here are my questions... 1. I have a complete .151 set. But in reality I just want about 100-150 games. I have done my homework and have the ROM names. I know I can remove everything ... but ... I just got all of my artwork setup on the full set. How do I prune down my Rom and not scramble HS. Or will it scramble HS? 2. Forgot...no clue. Thanks!, David
  9. Hyperspin for Android updated June 9 2015 - v0.1.3 https://play.google.com/store/apps/details?id=com.shieldcade.hyperspin New features: - Press-and-Hold left or right in the game menu to skip by letter - PNG files can be used in place of videos to save storage - Disable video transitions with “Animated_Backgrounds” to “false” in Settings.ini - New rest animations supported: spin slow, rock, rock fast - New intro animations supported: sweep left, sweep right, zoom out - Control video transitions per wheel with “Reload_Backgrounds” to “true”/“false” in a game menu’s ini file Cheers!
  10. These are MY reasons and they may not apply to everyone. :-) 1. I already have a PC-based cabinet with CRT but wanted to build another. 2. Android is evolving into a great platform for emulation AND great arcade-style games 3. I want to leave this cabinet on 24-7 and have it wake instantly when I have time for one game of Donkey Kong. 4. My electricity bill SUCKS so low power in this case matters to me. I am using an LCD that sleeps too. I have a separate switch for the lighting, etc. 5. I have HDMI, USB, and power connectors in easy to access spot so I can disconnect and take it with me. 6. Small size for mini bartop (someday). 7. Can stream my PC games to it (but probably won't) 8. Can stream GRID games to it (and probably will ... )
  11. Was ist leichter zum einstellen und was empfehlt ihr?
  12. Version 20150508

    181 downloads

    Fujitsu FM Towns Marty main menu theme.
  13. Is there a program/script that will scan my ROM folder that will then in turn only allow Hyperspin to display what's in my ROM folder? Don's list generator doesn't do that, and I don't want to add all of my 100+ ROMS item by item. Any help is greatly appreciated, especially if you've ever used HyperRom2XML!
  14. Here is a work in progress of a video intro to 'The Six Million Dollar Man' Future Pinball preview. The original footage was shot from another Hyperspin member. I've got some tweaking but I think its going to come out fine. -DREW https://www.youtube.com/watch?v=gya9dvbt2zg&feature=youtu.be
  15. hi guys iam korea gamer my hyperspin cabinnet by vewlix https://youtu.be/JzsEpaG1BgA see you
  16. Hello HyperSpin world, Like many others, I just took a step into creating my first HyperSpin intro video. Since I love HyperSpin, Mame and Tron so much...I thought of combining the three elements. Original HyperSpin Derezzed Intro: New "shorter" version of HyperSpin Derezzed Intro: ** UPDATE ** Two new intro videos here for your enjoyment: Flynn's Intro (this is my personal one for my HyperSpin project) TRON Intro ** UPDATE ** - 09/04/14 New Flynn's intro - Added "ENCOM Presents" lead-in. Let me know what you think...I'd like some feedback, either way. Thank you, Craig - Atlanta, Ga. USA
  17. Dear HS members ;-) I've been googlen my *** off, checked out some videos on youtube and saw some people running HS with Bootcamp (so it's basically a windows 7 x64 version) and played PS2 with it. My question as someone who's just looking into HS and setting up his "arcade machine": Is the current mac mini along with it's graphics card capable of running Dreamcast, Wii PS2 and possibly Taito X2, CPS3, etc. lag free? Here's the current setup of the most recent mac mini. 2.6GHz dual-core Intel Core i5 8GB memory 1TB hard drive1 Intel Iris Graphics Furthermore, I have absolutely no idea what I need to run PS2 and that stuff smoothly. I've seen people going with those barebones for $300 and I've seen ppl telling others to get a high end PC for $1500 in order to get PS2 emulation or something similar smoothly. I just want something SILENT (as it would be in my living room) to run my games on. I'm mostly interested in Wii, PS2, Taito X, CPS3 and so on. I know that SNES and MAME, etc. don't need high end computers. But is the mac mini enough? Maybe someone of you is running that setup? Thanks in advance. :-) PS: If this wont be enough... maybe some advice on a mini or micro ITX board along with cpu and all that set up? I'd like to order something... since I'm in Europe, I'd like to have some links if possible. Thanks so much for the help. I thought of the Alienware X51 maybe? Looks good and fits perfectly into a living room.
  18. Hey homies, I edited a Star Wars arcade commerical with various gameplay footage. Added some epic music from Willow (James Horner). Also, some fades and cuts! I really hope you like it! Thanks, Steve
  19. This is my final result for my arcade cabinet i built. Let me know what you think. Thank you.
  20. When it comes to Hyperspin, people have been asking for ages if we are able to have multiple depths of subwheels and unfortunately the answer has always been "no" because Hyperspin itself only supports one subwheel per menu item in the main menu wheel. After noticing a few people talking about wanting to try to relaunch in multiple resolutions, I got to thinking about how this could be accomplished. This is a rough proof of concept that took about 30 minutes to bang together. I want to thank ghutch92 for his help with the GUI drawing code and djvj for being a good cheerleader while I was working this out. Proof of concept video: So what you are seeing here is a fresh Hyperspin installation, installed to N:\test\, where the Super Nintendo Entertainment System subwheel has been replaced with an item that directly launches an executable. This executable is an AHK script that does the following: * Creates a full screen GUI element colored black (to hide what is going on). * Kill any running Hyperspin.exe process. * Run a different instance of Hyperspin.exe. * Wait until a Hyperspin.exe process is running and then destroy the all black full screen GUI element. So this second installation of Hyperspin is installed in N:\test\subwheel test\ and consists of nothing but the elements I wish to have in a secondary subwheel: Europe, Japan, USA, Hacks, Translations, etc... This installation is also set to not ask the user if they want to quit before quitting and also has an exit executable AHK script which is nearly identical to the first except that it will launch the original Hyperspin installation. This gives the user the impression that they are NOT quitting from Hyperspin but merely going back up to the main menu wheel. You will also need to turn off intro videos for both instances of Hyperspin... or if you really really want, you now have a full screen intro video for each console if you'd like, but at least turn off the intro for the main instance of Hyperspin. Some other ways this concept can be applied: Movies listed by genre, a Magazine wheel with subwheels for Nintendo Power, Gamefan, etc... There's really a lot more you can do with this properly set up. Each subwheel installation of Hyperspin can be stripped down to the barest bones and we can do something like easily script the creation of new subwheel installations or copying data over after using Hypersync. I'll be releasing the source for the AHK in question sometime tonight (I want to work out a tiny bug first). So what do you think? What would you do with multiple subwheel depths in your Hyperspin installation?
  21. Hey homies, I love me some hyperspin! I thought I would do a series of me playing random games in attract mode. It makes me try new games and enjoy my setup in a new way with you dudes. Just a bit of fun this summer break! Here is the first episode, I hope you guys dig it. Please do like and subscribe so I can show my girlie I'm cool: Thanks, Steve (LSD) This is made with absolute respect for the community and the creators of HyperSpin. It is purely for fun and good times.
  22. Bonjour a tous, ca fais maintenant 3 jours que je cherche sur le forum si une personne a constaté ce soucis lorsque vous activer Xpadder (version du 01.012014) avec Hyperlaunch version 3. Dès que je sort d'un émulateur, je retourne sur un Hyperspin figé, pour la débloqué obligé de prendre la souris et cliquer pour que ça refonctionne. Quand je désactive xpadder de HL 3 tout va bien zéro blocage. Si kkun a la solution ou me met des screen de reglage je suis prenneur. merci
  23. Hey Homies, I love old media. This is a hyperspin intro I made using an old colecvision commercials. Exaggerated some lights/reverb for a very retro nostalgic feel. I hope you like it! Thanks, Steve
  24. Hey Homies, Here is another Hyperspin Intro I worked on today. Uses old commercials and promotional videos. Makes me yearn for back in the day! I really hope you enjoy it. Thanks, Steve Thanks to Rust2Dust for some inspiration!
  25. Hey dudes, I made this Hyperspin intro using a clip from Flynn's Arcade (Tron Legacy). I think it is cool because it doesn't really show the kid's face. Helps with immersion. I hope you dig it: Thanks, Steve
×
×
  • Create New...