Some questions; DOS Window, Btn mapping, and game scaling

lol man, you know I was tempted to try that. You are the man, thanks a lot for the help, I bet now everything can be converted to relative paths, I will try to spread your word across forums :slight_smile: Relative paths FTW.

Heh, I realized that same thing works to relatively link HyperSpin to HyperLaunch 3. I thought I had tried everything before too. So you can have Hyperlaunch_Path=HyperLaunch\ in Settings.ini. That was the only thing I was still using an absolute path for. While I don’t use it for anything in RetroArch, I still need HyperLaunch for PC games and to properly launch into Demul, Dolphin and PCSX2, so this is useful!

I’m having issues with Left and Right trigger, are you sure it’s +4 and +5? They get attached to 4 and 5 (shoulder buttons).

Yes, they just have to be assigned in your config as axis’s, like this:

input_player1_l2_axis = ā€œ+4ā€ input_player1_l2_btn = ā€œnulā€ input_player1_r2_axis = ā€œ+5ā€ input_player1_r2_btn = ā€œnulā€

I nulled out the button assignments so there aren’t conflicts. I’m not sure if RGUI will map it like that if you do it in the menu since I haven’t used it for that much yet.

didn’t work for me. I used them for previous and next shader shortcuts:

input_shader_next_btn = ā€œ+5ā€ input_shader_prev_btn = ā€œ+4ā€

It should be:

input_shader_next_axis = ā€œ+5ā€ input_shader_prev_axis = ā€œ+4ā€

Yes, Awakened, my bad for looking too fast.

You can disable DOS window. -D option does that.

Oh nice, I had no idea!

Hello Awakened, it’s been a long way since then but I’m actually struggling with this (or better said the impact it has). I ended up using this mechanism for some games with custom aspect ratios mainly, and also controls occasionally.

It involves creating a ā€œvirtualā€ system in the eyes of HS right? I say this because in these circumstances you would need a Nintendo DS-Kirby media folder in order to show video, art, etc, in HyperSpin and in HyperLaunch both, plus statistics won’t work either… There’s an HyperLaunch file called Games.ini where you can remap games to launch with another emulator, but that won’t make the cut. So while in general working it is actually a pain on the long run. I’m just wondering if I am doing something wrong or this is how it’s supposed to be, in that case I’m starting to think on making some modifications to the RetroArch module to accept some load parameters from the Games.ini.

[quote=ā€œDogwayā€]

Hello Awakened, it’s been a long way since then but I’m actually struggling with this (or better said the impact it has). I ended up using this mechanism for some games with custom aspect ratios mainly, and also controls occasionally.

It involves creating a ā€œvirtualā€ system in the eyes of HS right? I say this because in these circumstances you would need a Nintendo DS-Kirby media folder in order to show video, art, etc, in HyperSpin and in HyperLaunch both, plus statistics won’t work either… There’s an HyperLaunch file called Games.ini where you can remap games to launch with another emulator, but that won’t make the cut. So while in general working it is actually a pain on the long run. I’m just wondering if I am doing something wrong or this is how it’s supposed to be, in that case I’m starting to think on making some modifications to the RetroArch module to accept some load parameters from the Games.ini.[/quote] It’s not really a virtual system. It’s just an extra ini you can load with different launching settings. I simply copy the main HyperSpin system settings ini file, rename it for the game or specific change if it covers several games (like Sony Playstation-DualShock.ini), open it and change the command line parameter to point to the RetroArch config file that has those changes, then add the <exe> tag line to the game xml that tells HyperSpin to use that specific ini when launching specific games. Example:

<game name="Alundra" index="" image="">
	<description>Alundra</description>
	<cloneof></cloneof>
	<crc></crc>
	<manufacturer>Matrix Software</manufacturer>
	<year>1997</year>
	<genre>Action role-playing</genre>
</game>

This will use the standard ini file for PSX (Sony Playstation.ini), while:

<game name="Ape Escape" index="" image="">
	<description>Ape Escape</description>
	<cloneof></cloneof>
	<crc></crc>
	<exe>Sony Playstation-DualShock</exe>
	<manufacturer>SCE Japan Studio</manufacturer>
	<year>1999</year>
	<genre>Platformer</genre>
</game>

will use the DualShock enabled ini (Sony Playstation-DualShock.ini).

When you use the <exe> tag to load a per game ini like that, it only uses the lines in that ini relevant to launching, which is everything under the [exe info] header. Everything else is ignored.

You have to have HyperLaunch disabled in your inis for this way of using per game configs to work. When you have it enabled, HL handles everything related to launching, so any command line parameters you have in your inis are ignored. I don’t use HyperLaunch for any system I can use through RetroArch since I don’t have any problem launching into it directly from HyperSpin or need any of HL’s extra features for it.

I see, yes without HyperLaunch everything is transparent. But it is such a sweet candy that I can’t let it pass. The ini represent a new system, at least for HyperLaunch so it’s a PITA to configure, more hard work than difficulty. I know it won’t be useful for you, but I am going to edit the RetroArch’s module, shouldn’t be too difficult.

Thanks for help.

Awakened I fixed the module. I know you don’t use HyperLaunch but if you ever change your mind just ask me and I hand you the file because I’m not thinking on openly releasing this (it’s an easy fix but still).

In HyperLaunchHQ I only see systems that are in HyperSpin’s Main Menu.xml database, but maybe HL finds those extra inis and they make things more complicated somewhere else I’m not aware of.

Cool that you got the module working the way you want :D. HyperLaunch is really useful for emulators that aren’t too command line friendly or don’t have a way to exit with a single button/key press. I use it for PCSX2, Dolphin and Demul. But I like making things simpler and launching directly from HyperSpin is a little faster, so it’s nice to not have to use it for RetroArch.