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xxOToTOxx

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  1. The frontend is nothing to do with me, it is also in really early development, I have no idea if the author will include Singe/ActionMax games. At this point it appears to be just Daphne games (the most complex config). An update was pushed a little while ago stating: "WARNING This program is a state of flux right now and for the forseeable future." If you are not familiar with development code, probably better to stick with the provided example batch files from the main repo: windows-batch-files-v2.8.3.zip from here: https://github.com/DirtBagXon/hypseus-singe/releases/latest You will likely have to customize them. Even without a config file hypseus will use the default keys. These are all described in the only config file: hypinput.ini See the defaults here: https://github.com/DirtBagXon/hypseus-singe/blob/master/doc/hypinput.ini There is no config.bat Does the game start and you can't input keys? If so try '5' and then '1'. If the games doesn't start at all using the frontend. Then use the bat files. If there are issues then you can provide log files.
  2. Arcade Xperience Vol.1 - (mazinger4life) @mazinger4life Arcade Xperience Vol.1. Here is the hypseus port. https://dl.orangedox.com/x7ZhXnMWIzX0ELBTEj
  3. Follow the other thread from around here:
  4. Be aware that as you still have the black bars in the video, you can shunt the top overlay down a little. "-vertical_stretch 18" to "-vertical_stretch 20" - maybe - personal preference of course.
  5. Fantastic to see these options being produced, and the use of FFMpeg. It's such a powerful tool, just needs a little practice. Looking at the FrameCount and Duration in mediainfo, looks spot on - really nice 👍 What Daphne/Hypseus arguments are you using to get the overlay framing correct with this video ?
  6. Looks very promising
  7. That would involve adding +100 to the last column, NOT to the second column. But use hypjsch. That is exactly what this tool will help you calculate. SDL sometimes doesn't automatically make it controller "2", hypjsch will tell you what SDL is detecting it as and give you the correct config to add to the third column.
  8. It's in the pre-releases: https://github.com/cdurbin1970/HypseusFE/releases HypseusFE_1_8_22_22_x64.zip
  9. You could also try playing with: https://github.com/cdurbin1970/HypseusFE Although it's very early in development.
  10. This thread is primarily about Hypseus (Daphne fork). See: https://github.com/DirtBagXon/hypseus-singe There is lots of info on the first post in this thread. Look for Windows Templates in this thread, and Windows .bat files from the repo. Hypseus uses the same ROMS, framefiles and video/audio sources as Daphne. The HD video sources to replace the original SD M2V are linked in the first post of this thread (and throughout). Did you use https://github.com/DirtBagXon/hypjsch (this is also in the Windows release zip) to help determine the button SDL values ?
  11. I think we have the original aspect source. See below.... I think I can say with some certainty that the "4:3" we are seeing in the two YouTube videos is a result of CRT overscan (hardware adjusted), resulting in a loss of video material across the horizontal axis: Squeezing a "fixed view" image to 4:3 to show the full current image here: Now looking at the Stern promotional video, we see a loss of width and lost content on each side: Note: Cropping on left and right of palm trees. So we are not stretching or compressing the video aspect. Also the same in the other YouTube video (on arcade CRT), also note this is positioned slightly differently: If we then look at the Stern video and take the video taken from direct feed (not CRT screen shot). We see a full width in this scene: But in-game, on the CRT, we see it as: Again missing detail on both far horizontal edges. So hardware overscan. However, the current video source and aspect ratio is correct by my reckoning....
  12. Here's an interesting promotional video from Stern: The opening scenes do look to be in 4:3, but then subsequent scenes show the letterbox. I would think it may have been "stretching" involved here. Using -x 1440 -y 1080 on the WS video here to acheive the stretching.... I dunno some playing maybe can be done. The '-nolinear_scale` version.
  13. Really nice to see it working, but I fear that `-opengl` (Experimental support in Daphne) is leading you down a misconception here. But good to see it still working. The Daphne binary is only 32-bit and has a max file fseek() size of 2Gb. You will most probably find that the game comes to an abrupt stop when the next scene frames are beyond the 2Gb position in the MPEG file. But please let us know. I have never seen, or read any discussion, of a cropped 4:3 laserdisc of Cliff Hanger, even the MAME CHD file is the same aspect ratio with letterboxing. But I am always ready to be corrected. And yes I am against cropping areas from video (I don't count black letterboxing here) or stretching 4:3 (but we all talk about it). Nice bezel
  14. The 4:3 versions are available now in the previous post. These should work with the same template, but name them 'cliff.m2v` and use the none `_nolb` bat files These higher resolution files will not work with original "Daphne" - if that is your intention.
  15. For those that have asked past, present and future: Daphne Cliff Hanger (no Letterbox): Here is a Hypseus 2.8.3 Windows Template with all the required files except M2V (including a selection of bat files) https://mega.nz/file/Ns8BkIYT#soHIuJmv2Ypx95IX2XuNakvkVs4HtdGAYFDS9J4cNxA Then pick your M2V MPEG-2 file: https://dl.orangedox.com/GBqDUh9sw9y2SVC6K8 (2880x1616) https://dl.orangedox.com/tGzKy8U8TRStElGl4l (1440x808) Rename the downloaded UHD file to `cliffnolb.m2v` and drop into `vldp\cliff\cliffnolb.m2v` next to the .ogg files. Run one of the `_nolb` bat files..... Standard 'cliff' files remain as `cliff.m2v, cliff.ogg & cliff.txt` The 4:3 versions are available here if you wish to have both sets: https://dl.orangedox.com/Q7dfYDraWhHzFl4vpN (2880x2160) https://filen.io/d/5a103278-c25f-4766-8b88-e0af3694fb9d#!zRBPwwAoygN1Z1sVtp6hBcUuCRVcGIf0 - (1440x1080) These should be named as `cliff.m2v` Run these with the none `_nolb` bat files.....
  16. Ok, not sure then.... Sounds perfect.
  17. Not meaning to step on @Karis toes here, but this would be a fantastic function() to have. I believe the tutorial you are referring to could be: https://mega.nz/file/tW51lS5J#cG0SBu2_9cb-65hMcXc4nTErEKue_FXZ8eK8ZshjXJk Can I also suggest that it might be a good idea to use one of the existing "gun" games as a "control" for this "code tool". If you can get the results close to an existing game you know you are on the right track. My 2c. Thanks for looking at this, would be fantastic.
  18. Dump the ROM data strings and get all the data from one convenient source 🙈🙉🙊
  19. I suggest you don't think of this as an "upgrade", more of a "companion". Hypseus has the ability to accurately emulate arcade ROMS due to the Daphne engine. So if gaining 2k Daphne game video, and the other enhancements, sway you away from the original Daphne, then that could be one route to Hypseus. It currently supports enhancements using arcade ROMS in: (See example images of these in the first post of this thread) Badlands (2880x2160) Cliff Hanger (2880x2160) - With (2880x1616) non-letterbox coming soon. Cobra Command (1440x1080) Esh's Aurunmilla (2880x2160) Road Blaster (2880x2160) Super Don Quix-ote (2880x2160) Dragon's Lair (1440x1080) Dragon's Lair 2 (1440x1080) Space Ace (1440x1080) Thayer's Quest (1600x1200) If you have all the Singe games working in Singe 2 then there is little point in moving to Hypseus for Singe. Unless you prefer the alternate aspects, as some games are a little "different" by design and limitation. Singe 2 and Hypseus can co-exist. As far as Daphne emulation ROMS and data are concerned, Hypseus uses exactly the same folder structure as Daphne. Maabus used to have a really useful mega thread here that held all the Daphne data, unfortunately it is no longer. You can find this data now in other places. Upgrading to the 2k version of the MPEG-2 video is as simple as overwriting the existing .m2v video files in the Daphne folder with the new UHD versions. Hypseus Singe simulated games use the same structure as Daphne Singe by default, as a sub-folder of "singe" within the Daphne folder structure. There have been requests made for an "alternate" Singe 2 style folder structure on certain games in this thread, they are linked by request throughout, some listed as "Windows Templates". These are custom requests and probably add to the confusion. Most data paths can be altered via the MYDIR variable in the main .singe file of each game in any case. There are many links to game data in the first post of this thread. The use of https://www.base64decode.org/ may help here. The list of Daphne games is well known, the list of ported Hypseus Singe games is detailed here: https://github.com/DirtBagXon/hypseus_singe_data Through the use of Google you will be able to track down Hypseus ports already packaged that aren't in this thread. Hypseus was originally written for Retro distributions like RetroPie/Batocera/Recalbox, using command line arguments to integrate into the existing frontends. Hence the reason for the use of .bat files currently in Windows, there is a zip file of example .bat files provided in the main GitHub repo Release section for most games. It has however grown somewhat beyond that. There is, as @Hoagie posted in the other thread, a Windows Frontend in development that might make Window usage somewhat easier as it develops:
  20. Yep, it's still very early development, but hoping for great thing here It will not be trivial writing a frontend for Daphne.
  21. Bladescaters "Scrat" (Using Bluray video source) is available here: https://dl.orangedox.com/MR3XD2EiFG4DuG2E7A hypseus.exe singe vldp -framefile singe\scrat\scrat.txt -script singe\scrat\scrat.singe -sound_buffer 2048 -volume_nonvldp 5 -volume_vldp 20 -fullscreen
  22. Classic symptoms of resource exhaustion, I assume you are using Windows? As this will definitely not work on a RPi. This 4k video is high bitrate 2880x2160, so requires some CPU grunt. I am prepping a de-letterboxed version of this 4k for the latest Hypseus commits so have put together a 1440x1080 version you can grab from here: https://filen.io/d/5a103278-c25f-4766-8b88-e0af3694fb9d#!zRBPwwAoygN1Z1sVtp6hBcUuCRVcGIf0 Just rename the file to `cliff.m2v` and replace (This is still fairly high bitrate). Also: If you grabbed the Windows Template, it will also have an old version of `hypseus.exe`. If you grab the latest Release from the main repo on GitHub, and just replace `hypseus.exe` from the zip file, you will get the latest version. I will post the de-letterboxed cliff MPEG-2 when the next Windows hypseus release is out, this will work as per the YouTube above.
  23. Using @DarkVoid666 4k cliff as a source here, it will be possible to run Daphne: Cliff Hanger without the letterbox. Next Hypseus release, or grab from source and compile.
  24. A mess in what sense, surely it's the same order as the original source CD-i disk material? Or is the video just jumbled badly originally and hard to follow ? i.e. blame the original video devs...... I guess it would be a great help to have the original game source so see the frame skips sigh..... I think the base issue with gun games is detecting what a **hit** is. If like ActionMax you can register a hit by the color of a pixel in a video frame then fairly straightforward, i.e. detect a while flashing circle is visible, and active, at the point of trigger pull at the gun co-ordinates. If the video doesn't have such artefacts, and is based on an **area** within a specific group of frames (ala MadDog), then you need to manually create 'hitboxes' within frame slots. A laborious time consuming task to say the least, hat off to RDG for all the original gun games. Correct me if I am wrong here guys.
  25. You would do an excellent job bud, but it's not a small task. I was hoping to stir up interest in all this new game development talent coming along...
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