The Dragon King
OOPS! (Part 2, Electric Boogaloo) 
Thursday, July 7, 2011, 07:15 PM - Wrappers
Yup the link to the no artwork version of the rotate wrappers was broken. The php garbled the link, sorry. It's fixed now, so have fun!

Arcana Heart 3 wrapper 1.0 
Tuesday, July 5, 2011, 03:53 PM - Wrappers
To go with the other type-x games, I've created a wrapper for Arcana Heart 3, which doesn't give you a proper exit key and screws up the screen resolution. I've also included a utility (not mine) to remap the keys.

The wrapper does the following:

1. Launches AH3 (duh)
2. Allows you to remap keys via a utility I found. (All except the coin, exit and test keys)
3. Allows you to define different coin1, coin2, test, and exit keys that the wrapper will translate to the hardcoded keys the game uses and pass them along.
4. When the exit key is pressed, the game gracefully exits and the proper desktop resolution is restored.

Now this game is very new, BUT the game has a 0% chance of ever being released in the west. If it does I expect you all to buy it. ;)

The link is in the misc utlities section to the right.
2 comments ( 58 views )   |  related link

Monday, July 4, 2011, 12:55 PM - Wrappers
Sorry. I had power outtages yesterday and I didn't get a chance to check the files. GigaWing was missing from the pack and the cfg file for Raiden III was messed up.

Please download 1.1 to get the full, fixed, version.
2 comments ( 23 views )   |  related link

Taito Type X Wrappers! Rotate the Vertical Games! 
Monday, July 4, 2011, 02:09 AM - Wrappers
In case you've been living in a cave the past couple of weeks, the Taito Type X Arcade "system" (it's actually a glorified pc running win xp) has been hacked and we can now run arcade versions of the games on our pc!

Unfortuantely the vertical shooters don't come with a rotation option. I've written a wrapper that mostly solves the problem and you can find it in the "Misc Downloads" section to the right. You'll need to download irotate to get them working and even then the stability is a bit iffy, but buggy rotation is still better than no rotation. ;)

A fair bit of setup is required prior to using them, so please read the readme carefully!!!

You have two flavors, the tiny less than 1mb version or the gaint 17mb version that includes nice bezels like the following:

2 comments ( 25 views )   |  related link

Mame Hooker 4.0 FINALLY Released!  
Tuesday, May 31, 2011, 05:15 AM - Mame Hooker
After much delay and a lot of bug testing (thanks Dave and Ben) MameHooker 4.0 is finally ready!

There are a metric ton of additions this time, including a new built in ini editor, which should ease the pain of some of writing scripts. Please understand that because of the sheer amount of new additions to the code, there are bound to be bugs, so just let me know so I can get them fixed!

Also note the new "Tutorials" section for mamehooker. Mame Hooker is incredibly powerful, but judging by the example projects I've seen that use it and the scripts that the people write for it, it has become obvious to me that nobody but myself truely understands how to use the damn thing!! :-P Right now there are just two basic tutorials, but I there are at least 3 or 4 more on the way and I'll be adding more periodically. These tutorials will cover everything from generic usage to extremely specialized examples.

Also new display files are on the way as well, but it might be later this summer as those take a while to churn out.

So without further delay, here is the massive new feature list:

What's New

Added the ability to display data in hex in the debug window.
Because the popup menu is getting a tad crowded, I've made a new menu entry and moved things that are only helpful when you are debugging to that one.
Added a "new output alert" Now when mame is running and mamehooker finds outputs that haven't been previously found, it will play alert.wav.
Re-arranged the force-feedback init a little so that more controllers can be supported.
Added DirectShow Sound support which will allow you to play a wav file to a specific device instead of though all sound cards.
Added a bit more error handling... now if you don't add the right amount of cases on a value-specific state, mamehooker won't crash.
Modified keyboard state detection so that you have the option of keys defined in the default.ini being checked even if mame is closed.
Added a comprehensive script/ini editor. This should help those who have trouble writing scripts.
Changed the "Pause" event to "OnPause" and made it auto generate like the other general options.
Made the KeyStates section auto-generate as well, so people know it is there. ;-)
Made a "OnRotate" entry for the general section. This removes the annoying "Orientation//..." output from games and keeps mamehooker from generating a ini for every single game in mame.
Added entries in the general section to make the new Alerts optional and make automatically adding outputs to the default.ini optional.
Fixed a bug in the Xinput Driver preventing users from controlling player 2-4's rumble.
Added a little bit more error handling... now if you send a mal-formed command, with will give a syntax error in the debug menu.
Added a "**PAUSED**" indicator in the debug menu for when mame is paused.
Cleaned up the debug window... now things are a lot more obvious.
Added Full support for the Ultimarc PacDrive family of i/o devices, including the pacled64 and UHID (Thanks to Ben, Dave and Andy for their help)
FINALLY added optional parent/rom/driver parsing to make it easier when assigning outputs for a family of games (neogeo) or all of a games clones.
Added %parent% and %driver% flags to go along with the existing %rom% flag
Changed the way backgrounds are rendered on display files. Hopefully it will fix the "screen cut off" image errors.
Added "+" and "-" support to the sds command. Now you can set the next or previous value to true (+1 or -1) instead of specifying a absolute number.
Added a special %prd% flag that works for display files only... using the new parent and rom variables, using a %prd% flag makes mamehooker automatically look for the most accuract match.
Added support for multipliers, which allow you to bind a math operation to a output's state...

As usual, the link is in the menu to the right... Enjoy!

Back Next