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By Circo

Nintendo NES / Famicom Video Snaps Updated (213 Videos)

Been working on a lot of new captures for the nes/famicom to fill missing games, improve quality as well as get frame rates correct.  In this batch we have 213 new videos.  Big thanks to @Audi85 for the captures he submitted on these.  There are still plenty more on the list of redo's and fills so hopefully we will get another update out soon.  In the meantime you can grab the new videos in all the normal places and after the preview I will add the details.
High Quality Sample
Nintendo Entertainment System-USA,World (Video Snaps)(EM 2.3)(No-Intro)
Added / Replaced 63 Videos @Audi85, @Circo
Nintendo Famicom-Europe (Video Snaps)(EM 2.3)(No-Intro)
Replaced 98 Videos @Audi85, @Circo
Nintendo Famicom-Japan (Video Snaps)(EM 2.3)(No-Intro)
Added / Replaced 20 Videos @Circo
Nintendo Famicom-Other (Video Snaps)(EM 2.3)(No-Intro)
Replaced 32 Videos @Audi85, @Circo
Update your videos today
EmuMovies Website (SQ Only) Directly through your front-end or our app using EmuMovies Sync (HQ & SQ) EmuMovies File Server (FTP) (HQ & SQ) View all our updates on the EmuMovies FIles Feed   (We only post a handful in the news feed) Follow EmuMovies on Facebook Join EmuMovies on Discord  
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By Circo

Sega Naomi & Naomi 2 Video Snaps Released (v2.0)

Happy New Years everyone, I tried to get this out for Christmas but better late than never.  EmuMovies is happy to release version 2.0 of the Sega Naomi and Naomi 2 video snaps pack.  Version 2.0 includes 266 new video snaps for the arcade systems.  All videos were captured using DEmul 0.7 using both nVidia and AMD graphics cards.  We really hope you enjoy them.
High Quality Sample
 
High Quality
(FTP, Sync)
Resolution 640x480 Video Count 266 Total Size 5.48GB Frame Rate 60 Audio 192 kbit/s Standard Quality
(Site, FTP, Sync)
Resolution 320x240 Video Count 266 Total Size 895MB Frame Rate 30 Audio 128 kbit/s  
 
Update your videos today
EmuMovies Website (SQ Only) Directly through your front-end or our app using EmuMovies Sync (HQ & SQ) EmuMovies File Server (FTP) (HQ & SQ) View all our updates on the EmuMovies FIles Feed   (We only post a handful in the news feed) Follow EmuMovies on Facebook Join EmuMovies od Discord
 
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By Circo

SNK Neo Geo AES Video Snaps Released

Now that Valentine's Day is behind us, it's time to get back to work on our gaming projects.  To help you all out I am happy to announce the release of our SNK Neo GEO AES video snaps.  For those of you who are unaware the AES was the stupidly overpriced home console version of the Neo Geo MVS that was in the arcades.  All videos were recorded using the AES flag in mame and I tried to capture each version that would have a different title screen.  In total the set includes 170 video snaps.  As always we have a preview video followed by all the juicy details.  Enjoy!
High Quality Sample
 
High Quality
(FTP, Sync)
Resolution 640x480 Video Count 170 Total Size 2.09GB Frame Rate 60 Audio 192 kbit/s Standard Quality
(Site, FTP, Sync)
Resolution 320x240 Video Count 170 Total Size 525MB Frame Rate 30 Audio 128 kbit/s  
 
Update your videos today
EmuMovies Website (SQ Only) Directly through your front-end or our app using EmuMovies Sync (HQ & SQ) EmuMovies File Server (FTP) (HQ & SQ) View all our updates on the EmuMovies FIles Feed   (We only post a handful in the news feed) Follow EmuMovies on Facebook Join EmuMovies on Discord  
 
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By Circo

Sega Dreamcast Video Snaps Updated (v1.3)

Hello emulation fans, today we have an update for our Sega Dreamcast video snaps pack. This update includes 46 new video snaps bringing the set to 476 in total.  As always continue past the preview for details on exactly what has changed.
High Quality Sample
 
High Quality
(FTP, Sync)
Resolution 640x480 Video Count 476 Total Size 3.64GB Frame Rate 60 Audio 192 kbit/s Standard Quality
(Site, FTP, Sync)
Resolution 320x240 Video Count 476 Total Size 1.16GB Frame Rate 30 Audio 128 kbit/s  
 
Update your videos today
EmuMovies Website (SQ Only) Directly through your front-end or our app using EmuMovies Sync (HQ & SQ) EmuMovies File Server (FTP) (HQ & SQ) View all our updates on the EmuMovies FIles Feed   (We only post a handful in the news feed) Follow EmuMovies on Facebook Join EmuMovies on Discord  
 
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Flashback Challenge

Finally I return to writing and this one is a doozy. Something has been bothering me for a while now and here I finally lay down my point of view with the state of gaming and retrogaming in general, grab your popcorn because I feel like a rant because I am in one of those moods.
 
Flashback Challenge!
First off, I play most of my retrogames on emulation Because Collecting old consoles, carts and CD can be impractical due to space and Practicality of the tech breaking down over time and abuse. While old arcade machines find new life in specialised places which respect their heritage *cough* Arcade Club *cough*. Even the traveling circus of the replay events show us old arcade games have a part in the history of gaming. Even some of todays practices are based on the old nickel and diming of hard arcade games which ramped up the difficulty in order to get you to part with your money. Back then, it wasn't considered egregious for you to continue your games or simply play one more games. Recently, however, Lady Decade asked in one of her recent videos, Is emulation ethical.
That simple question has been a very grey area for years. Nintendo being one of the biggest culprits for copyright trolling. Nintendo has been trying for years to control the narrative in terms of their gaming history for years. But why, have they no interest in celebrating their history from the humble beginings, starting with their game and watch series followed with the first stab at the home console market with the Nes and the Collection of games that do with it followed by their foray into the 16 bit market with the SNES Then every console that followed it. Nintendo didn't always make good decisions, Well without Nintendo ditching the CD add on that sony was developing we wouldn't have the Sony Playstation. Without these mistakes we wouldn't have had the innovations we got during the 90's.
But let's get back to the arcade, Nintendo have had a few but not as many as you think, But companies like Atari, Namco Konami, Taito, Data East, Irem, SNK and Technos ruled the roost during this time. (Jack, What are you on about, get to the point rather than just prattling around). I loved the arcades during my childhood and whenever I went to one, it was an experience than just sitting in front of a screen with a controller. As I got older and Technology got better for the home console market, Arcades became more redundant over time because it was difficult to compete with with something that looked just as got as the arcade. In the late 90's (late '96 early '97. I was at university at the time) I learned about emulation in which I could play old arcade games on a PC. My first foray into arcade emulation was Nemesis.
MAME was just a Make Trax/ Crush Roller emulator at this time and slowly turned into a multi-pac emulator (This is before MAME was a thing). Multi emulators were few and far between (emulation really started to kick off around '99 to '00). An early multi emulator was Sparcade. This provided the building blocks towards an actual working frontend emulator. Finding Roms back then wasn't difficult but were limited, due to sporadic Rom dumps to bland and basic websites (no real effort, it was a simple link to files and that was it geocities was the most common site used for the early Rom dump days) but times were simpler as emulation was in its infancy. It got me thing about all the games I used to play during my youth. Finding Roms and the emulator to play them grew more interesting as MAME became more powerful with more Roms were supported.
I played on a console even owning and original Playstation and a Playstation 2 during a period of 5 years while slowly transitioning to PC during my first year of working full time during 2003. My taste returned to old arcade classics. I asked questions over the years, with the bonus of unlimited credits by simply pressing a number on the keyboard helped me complete a lot of old games I loved during my youth but I also found the controls on these old games when using a keyboard, a lot more floaty than I remember. It was the old analogue vs the digital factor because there were certain games that required sensitive movements (like driving games with use of a steering wheel). Later version of MAME (or more to the point MAMEUI back then it was mame32 included a cross-hair for shooting games and mouse support to cover the trackball games. One of those shooting games which required the cross-hair which I loved during my youth was 1987's operation wolf. This particular game was truly hard during my youth with the unique controls. While playing it through emulation, while still fun but a lot easier to complete. it didn't feel like the experience I remember. While I did have this game on the spectrum and there was a cross-hair on that, you expected the trade off on a home computer.
vs
But then again, The experience of operation wolf to me was actually quite, given the controller for this particular arcade was an Uzi 9mm with limited swivel and simple up and down motion a trigger and a small red button on the side that fired the rocket and it was a challenge to play. That experience stays with you as well, being a fan of both Rambo and Commando which were 2 staples of 80's entertainment I consumed when this game hit arcades. While this game help produce 2 sequels (one being operation Thunderbolt which added a second player and operation wolf 3 which changed the semi realistic uzi to a more generic gun controller, ironically the same gun controller was used for the arcade classic Space Gun but I always go back to operation wolf, but why. 6 levels, an single energy bar and a limited ammunition on a single credit. The challenge is seeing how far you could get on said credit with the kicker being the second level and the massive difficulty spike which many people put more credits in to get past it (Japanese version has a different view in which you do the first 4 missions in any order but the chances of being spotted increased until you took out the communications setup but the western version of the game has the spotted sequence as a random event). This is before consoles and computers gave a rivaling experience to the arcade.
 
When I was a child, games were a fun thing to play for a while and you loaded the next one you you had, compared to today where games are just another commodity to bet on, Games companies today, have lost sight of what got them there. They try justifying every decision they make not to the consumer but to the investors, which seems silly. The problem with such an endeavor is the lack of risk companies are willing to take because the primary focus of an investor is the expect growth on their investment. Here, in my honest opinion, lies the problem. The home market is not the same as the old arcade counterpart in which people put stupid amounts money into wooden boxes which played the favourite games and there were a lot of them.
(looks back at his hyperspin list)
Seeing the history,Being subject to the whims of investors makes you wonder why games companies are subjecting many end users to stupid pay to win scams to the unskilled or the can't be arsed player in order to get them to be badass. The term 'get gud' comes to mind . I love gaming but I don't have the time to grind like I used to but I rarely have the time to grind like i used to but I rarely buy said power ups because it takes away half the fun of playing.
Another component that annoys players today is the always online playm which is subject to another form of DRM which has been proven to be completely pointless. (Jack, you are going off track again).
OK, OK I will get to the point, playing old games via emulation sparks a question, not is it ethical to emulate games but is there a point to play something that takes a speed runner something like 20 minutes to complete (meaning no stops and finishing it in the shortest time possible so no detours). Emulation is a nice thing because now I can play everything from pinball machines (digital versions of classic pinball machines, while not the same does provide a wealth of entertainment because without it you have to find the tables, most of which are difficult to find in today's arcades or if you wanted to own said pinball machine, you need to find it maintain it and trust me those things are heavy) to the simple game and watch LCD machines which in some aspect are even harder to find in good condition. But still with all the modern games I have (my last steam library is 295 and I have not played about 3 quarters of the list) but I still go back to games like operation wolf, robocop, shinobi and Atari's star wars. technically you can get away with robocop and shinobi because you can stick the PCB for these games into a generic arcade cabinet and they will function just fine.
4 famous games of the 80's
  

 
But the other 2 however not so much I have already mentioned the particular feature of operation wolf with the controller being shaped in the form of an UZI 9mm sub machine gun. Atari's star wars arcade main feature was which was different compared to the generic arcade was the fact it used a yoke controller shaped like a futuristic steering wheel with fire buttons and the up and down axis were reversed, on emulation you simply used the keyboard or for a better experience, use the mouse. When you emulate something, you may preserve the game but you don't preserve the experience you had during your youth. Hence why we have events where people started to bring original hardware to these places. Having been to NERG back in 2014 and PLAY EXPO last year with a friend. I understood what gaming was again. Something big business seems to have forgotten nowadays. I think the only game that marries the old school feel with today's capabilities would be Studio MDHR's cuphead. This game simply puts old school animation from the 30's and 40's then adds the classic mechanics of side on shoot em ups like contra and sidearms. This could be simply put in an arcade and money would just hit home. while the home version is simply a boss rush game with unlimited lives. but even putting it in a cabinet would work question would be if you were to monetize this in an arcade, how would go about playing with one credit (either a time limit per level or the simple 3 lives factor). This would attract a lot of people.
Remember you could play all your favorite arcade games back in the 90's it was called the Sega Saturn. Here lies the second problem and Sega biggest failing. Sega back in the 80's and 90's were a solid arcade developer but were slow on the uptake of the home console market, While the Master system, Megadrive (genesis in the US due to legal reasons) and the gamegear were more of a response to Nintendo at the time. This is a secondary market for Sega as they raked in all their cash from arcades. But as the consoles became more powerful, their arcade division became less important. Sega had some of the most legendary developers under their banner like Yu Suzuki (creator of Outrun, afterburner and shenmue). The Sega Saturn was a marvel of a machine with a lot of arcade ports but it had one major problem, The Sony Playstation, the upstart console as result of Nintendo's major screw up by getting cold feet with its CD add-on when the Sega Mega CD failed, (well I would call it a failure because it had some iconic games) so that alone doesn't make it a complete failure or the fact their games get remastered (night trap). you would not have got the Sony Playstation if it was for Nintendo. It was the right console sold at the right place at the right time. Boasting a 20 game launch line up including the iconic wipeout (granted it was out on the Saturn but it was better on the Playstation) being a launch title. This system hit the ground running while Nintendo were working on their ultra64  setups with one game already using the hardware in the arcade (crusin' USA) followed by Killer Instinct. The mid 90's was an interesting for me (I used to hang around a game shops) as I saw games on consoles that were sublime and the tat that could rivals Ashen's tat (I swear Ashen's looks for such useless crap, just to gloat to simply say I have more tat than you). Back in mid to late 90's, we had it really good when it came to content. Finished games that were brilliant, if not they were slammed HARD! Back when games review meant something. Not like nowadays when  you see a game with a high rating then you discover you have been duped by a review copy which tends to feature stuff to get better rating (as proven in Black op 4 recently with a patch).
This article is turning more into a rant than just an article about games but the honest answer is this question has been eating up for a while now and Lady Decade finally brought out something, I have meaning to ask myself but in a different way because experiences are different. If may not be ethical in terms of copyright law but in terms preserving the past, I say within reason. There are unwritten rules within the emulation scene which many people break because they can. What these idiots don't realize they shine shine a light on the rest of us and that doesn't help. Right now, for me, experiences are everything nothing changes that with a traditional joystick and hard buttons vs playing with a hand controller which digital controls which doesn't translate well in some games, for instance driving games on an old controller was really a challenge because when you pressed left on a controller, you would careened said left into the nearest barrier rather than simply lightly going left. Another gerne that has been sort of rectified with the invention of the twin stick controller are said games with twin sticks (Games like Yie Ar Kung FU, Smash TV and Karate Champ). During these times, Controls varied from game to game whereas now, there is uniformity towards game controls. It's interesting how certain games win a generation of gaming with their scheme (perfect example, case in point in point street fighter 2) perfected the simple game control of light, medium and heavy attacks from punches and kicks.
While that control scheme dominated for a couple of years, another arcade simplified that control to just light and heavy attacks but added a block button as opposed to pressing back (like in street fighter), that game was the ESRB creating Mortal Kombat. This is when everyone started to prefect the art of joystick juggling (even me with scorpion I was semi unbeatable with the cheap combo of a roundhouse kick and a leg sweep but the infamous onw of the harpoon, upppercut, teleport combo which was a bastard to counter if you were on the receiving end of it. The fighting game had hit a new high because one on one combat was a solid win and you could play with a friend (I would normally lose because 9 times out 10 they were clearly better than me). But then you would have controllers that were more obscure like the tron controls. This was a dual control system because you have a full joystick with a fire button along with a spinner as well (to turn either your arm or the turret of the tank to take aim at enemies or pieces of the MCP). If you are a MAME completionist, next time you look at the extras, look at your control panel folder then see how many different controls methods. that is the experience you have playing a full arcade vs playing on a good computer.
Is it good to play these games still on an emulator, yes and no, yes because it brings back nostalgia of games played in a bygone age and no, because the experience is diminished by the experience of not playing it on original hardware? Console you can technically get away with because the control system is similar to that of a control pads while the arcades are more difficult to replicate. This brings me to another control method that was dumbed down for the PSP other consoles because it's control method was very obscure being the only had an up and down joystick, a button for thrust, a button for reverse, one for fire and another for bomb. I played an earlier version of MAME and the 4-way directional controller was implemented but as later versions of MAME pushed for a more faithful version of same game and that game was Defender, you found the controls were not what expected and was difficult to acclimate to on emulator. But these are the differences you don't notice on an emulator compared to a pull arcade cabinet. I'll be honest, |I have been in the scene over the past 20 years slowly commenting on the from retrogaming stand point which shows how old I am. Maybe i was spoilt for choice compared to today's gamers who more emphasis on graphics, style over substance. While the indie scene is booming, the big companies have sort of swindled because they be something they are not. A massive movie studio which provides interactive content. They forgot what games are. Perfect example is Electronic Arts (or unicronic arts if you use that phrase from the Jim Sterling which I actually agree with) back in the 90's they had licenses for everything movie, sport and had some good gaming development houses under their belts, But from 2005 onwards they have gone from reasonable publisher to one of the worst companies in America or the world by this point because they have consistently made mistake after mistake resulting in pissing off the fanbase (is this the gaming world or politics, right now I cannot tell the difference because they are more or less the same thing).
Their loot box fiasco with battlefront 2 which I warned against from the mement EA for the license from Lucasarts. EA has proven they have lost their way because they subject to the almighty investor which is not really a good sign, seeing they did have a huge back catalogue of games (including the god awful dark castle). But EA has gone from from being a company that produces games to a company that produces experiences and they manged to even get wrong because just by looking at battlefield V and the optics it created caused problems because it inserted Identity politics into a historically based game and that was forced onto the gaming industry but the SJW's who claim they are not represented. (Jack, go back on topic please, you are ranting about politics again :/). EA has had a couple of good ideas with indie developers over the past couple of years like A way out, which is an interesting concept and brilliant storytelling. Ideas like that are few and faw between. But it makes the problem with the gaming industry more prevalent. It's about the investors trying to find a get rich quick scheme from an unsuspecting player base which hasn't the time but the money just to skip certain aspects of the game.
That particluar player is not really a player but someone that's bored of just watching TV and just wants to kill a few minutes living a power fantasy (this exact case was the point behind the whole battlefront II debacle when a player got a super overpowered character like darth maul the buying of loot boxes rather than just playing the game). Purists (to a degree like myself)believe in the philosophy of progressing through a game to its natural conclusion in the process getting better at actually playing, unlocking content along the way. That was how we used to do it, Which leaves the question when did games companies get so greedy. Straight answer, When mobile phones started to become as powerful as computers and started to produce trashy games while simple to play had an inflated sense of difficulty in order to trick players into paying to pass certain levels. I think that's how it started  and with the introduction of CEO's, who sole philosophy is to find ways to cut corners and generate money (like getting blood out of a stone like the vampire's they are). This is when we started to see the dynamic shift games being just games to games being a live service. Games  started to appear less and less frequent and flagship brands were being bled out every year with less and less content in them or just to meet the deadline then sold later as DLC (Borderlines 2 had a stupid amount of DLC) or in an incomplete state  and playerbase that is understanding of the concept (Minecraft made its reputation while being very playable and had a fair amount of work to do also was work in progress or early access). These 2 games alone were animolies to the normal ways of things. The internet is both a gift and a curse because it provided a way out ofr developers to just put a game out the door without being tested or even checked of bugs.
Arcades were played for hours by people that built them, while the concepts were simple, they were also finished products. Unlike today, where a finished product is a broken buggy piece of crap that is glitched to all hell (see fallout '76 for this) I am technically scared to buy full priced games today. I may make one risk each year for a full  rpiced triple A product. Normally by skills of picking them pays off but there are times where I live to regret that decision (Aliens: Colonial Marines)
Games in general should be fun, Not grindy, boring chores which in order for you to enjoy, you need to pay extra after dropping an large amount of money to start with ($60 or £45 to £50 on the uk side). It worked in the arcades because we saw it as a challenge and we knew we were limited by the pile of coins in our hands which was eaten by the machines of the time one that said pile of coins was gone, we walked away. Nowaday, its either a credit card or digital currency (digital store currency). That limit is a little more obfuscated than before, blurring the lines and that's after you spend a stupic amount of money upfront. The problem with today's gaming industry is that it gone corporate which in turn has creativity out and now is driven by focus groups which consists of about a 100 random people which doesn't reflect much of anything. When the industry headed down this path, sooner or later the industry will implode and the publishers who only see the money will find that the bllod will be harder to suck out of the wallets of their player base. So they will go back to acyually creating more games or become extinct. (unicronic arts I am not sure there is a matrix of leadership big enough to stop that company from destroying anymore developers). These major publishers need to stop milking said cashcows to death and create more games. I really don't know what the future holds anymore for gaming.
That being said, who said retro doesn't sell. Just look at the nintendo classic and its various counterparts. While simply a way to engage with the uber nerds among us. It show, while cynical in their approach. There is a market for it and don't tell me they do not use emulation because they do. Perhaps I am becoming jaded when it comes to gaming in generalbut I know one thing. Emulation has shown hte beginnings of gaming and how how it has evoloved from the simple Pong all the way up to the remake Doom which was are make done right.
All I want in life is a good fun experience, something that pleases me, gives me genuine emotion and most of all something I trul;y enjoy. it seems games companies and consumers have differences of opinion here. So, I go back to emulation and enjoy games from a bygone era that were more complete than the crap we see today. This is jackhammersalm, finishing his article or rant and more than likely returning to an emulated game or going sleep in a corner. Either would help me right now.
 
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    HyperLaunch 3 Has Arrived!


    Circo
    • 06/24/2013

    HyperLaunch is a separate game launcher for emulators and programs. HyperSpin can launch games on its own, but by enabling HyperLaunch you open up a whole new world of scripted game launching. Scripted game launching is much better because scripts can control exactly what happens during the launching of a program or game. It also controls the exiting.

    It's been nine months since it was announced and now, finally, HyperLaunch 3 is here. Congradulations to djvj, brolly and the whole team that worked on this. We are especially excited about this as the new Hyperpause feature finally gives HyperSpin users a use for all that other content we have here at EmuMovies.

    Here is the feature list (Beware as it's a LONG list) contine to the end for a link to the original announcement over at HyperSpin.

    Major Features:

    HyperLaunch HQ

    • Gone are the days of you editing ini files and modules settings manually. We now have a full-featured HQ for editing every option in HL and all its modules.
    • Easily maneuver all your systems and features for fast editing of any option. Everything gets saved on the fly. Keep it open while customizing!
    • Launch games directly from HQ, no need to enter your front end to test changes.
    • Launch your emulator without a game directly from HQ, even those pesky ones that use an 3rd-party GUI. No longer have to search down your folders looking to change an internal emu option.
    • Create AHK remaps for keymapper support. No need to manually create ahk files anymore!
    • Launch xpadder profiles for quick editing in xpadder.
    • Direct editing of JoyToKey profiles.
    • Read all those module notes - No need to ever open a module again! Also see the module's version, emu version, and author info easily.
    • Profile Support - Easily save and restore profiles to test different sets of settings and sharing with your friends for many of the features!
    • Default when needed - With the click of a button, set your settings back to default if you make a mistake or just want a system to use global settings instead of the custom ones you set.
    • Copy Global Settings to System - You can easily copy all your global settings over to your system ones, removing the "use_global" values for fast customizations
    • Paths - Use windows dialog boxes to set all your paths.
    • Module Filtering - Filter what modules and emulators can be used per system! No more guessing what emu can be used for what system.
    • Module Edits - Set a default editor to open modules in if you need to make edits.
    • Alternate Emulators - With a few clicks, set any game to use another emulator or system.
    • Auditing - Audit your roms to see if you miss any from your HyperSpin XML.
    • Log Viewer - Now you can view and filter your HyperLaunch.log directly from HQ! You can also export it to HTML.

    HyperPause

    • You can now pause any supported emulator, freezing time in your game, and show a smorgasbord of media and artwork.
    • Videos - Great place to view game-related commercials and video tutorials.
    • Music - Whle paused, you can play music in the background. Excellent for Game OSTs, themes, remixes, etc. Supports m3u playlists too.
    • Manuals - Start collecting all your manuals so you can reference them in game.
    • Guides - Throw in your GameFAQs guides, or walkthroughs. No pdf conversion needed, we can read those too!
    • Artwork - Look through as much artwork as you want related to the game or system you are playing. Throw in character images, backgrounds, fan-made art and more!
    • Moves Lists - Forget how to do a Hadouken? No problem, just pause the game and reference the moves lists. Fullicon support instead of showing text as moves (thanks THK)
    • Statistics - View how often you play this game, system, or total play time, along with most played games and more.
    • Game Information - View detailed info for the game you are playing, like players, year, scrolling outline, and lots more!
    • Change Discs - MultiGame support while paused so you can swap discs from within HP.
    • Save/Load States - Keep track of save and load states and launch them from within HP for supported emus.
    • High Scores - See your high scores from your game for supported emulators.
    • Controllers - Move your player 1, 2, 3, etc controllers around to swap positions within HP. This will also reload profiles in xpadder.
    • Screenshots - Take screenshots of your game and have them automatically accessable in HP.
    • Control HP with your mouse, shutdown your system while paused, control system volume, and complete customization over how every little detail looks (via HQ).

    Bezels

    • Handheld systems were just not meant to be played fullscreen. So why not throw a bezel around them and simulate like you are holding the system itself! Artists can feel free to create even more bezels and throw them all in your folder and HL will randomize which gets shown on launch.

    Statistics

    • Keep track of information like how long you play each game or how many times you played it. How often you play a system, or game played most often. Average play times or global amount of time playing all games.
    • You can show this on the fade screen and even more detailed information while in HyperPause.

    Fade

    • Our favorite fade screens have been completely revamped from the ground up.
    • Transparency on all layers
    • Over 90+ customization options - Just so you can tweak Fade till your head explodes! We are not to be held accountable if such an event occurs. You have been warned.
    • And if that's not enough, gdip experts who want to make their own animations are greatly encouraged and you have been given space at the bottom of Fade Animations.ahk to do so. Your animations will appear in HQ as a selection!
    • Amazing new "fading" animation that gradually fades away your front end! Oh wait, you had that already...damn! *Whistles* Moving along...
    • Legacy Fade Support - For those blockheads who resist change and just cannot fathom using the awesome new system (or for those pesky emus that do not like fade using gdip)!
    • 7z Progress - You can finally show progress of your compressed games and how long they take to extract. No more "WTF is taking this thing so long."
    • Progress Styles - Use an image or a highly customizable progress bar, or both!
    • Fade Out Image - You can now define an image to be shown on fade out back to your front end.
    • Extraction Music - Play sounds or music to inform you an extration is occuring or and when it is complete. Ya know, cause you HAD to compress that 8GB game but don't want to stand there while it extracts. Go get some coffee and enjoy the tunes and be informed when that puppy is done!
    • GIF animation Support - Want to use an animated GIF on fade, go for it and bask in all the glory that GIF animation can bring you.
    • Image Frame Animations - Or want to create seperate images that stitch together to create an animation, whatever floats your boat.
    • Full Alpha RGB - All layers and text support Alpha RGB so you can blend colors and text.
    • Show Rom Info on Fade - You can show a game's description, year, system name, manufacturer, genre and rating as text or images.
    • Show Rom Statistics on Fade - Yep, another thing you can show on fade...

    xHotkey

    • Need support for more then 1 gamepad key to exit your emulator? No problem! Need a hotkey that uses 3 or more keyboard keys? No problem! Want to hold down those keys for 3 seconds or double/triple tap them to perform a function? Fuck yea, you can do that too! You can now set any emulator to exit by holding down a key for any amount of time!

    Keymapper

    • Completely redone to add much greater support for xpadder profiles.
    • Supports controller profiles - Define controller profiles that only get loaded for that specific controller
    • Preferred Controllers - Define the order controllers get loaded. Great for always wanting a specific controller designated as Player 1, 2, 3, etc (Controllers must be plugged in before launch for this to work correctly)
    • Custom Joystick names - Rename your joysticks for easy reference and configuration within HyperLaunch. This helps distinguish identical controller types.
    • New HyperLaunch Profile - Can create a profile that will be loaded for use when you bring up any HyperLaunch feature that you need your navigation keys remapped (HP, MG, Rom Map Launch Menu)
    • Choose different keymappers for each system or set one global for all systems!

    Rom Mapping and Launch Menu

    • Who likes to rename roms? Not me! Ever hate downloading a terabyte of cd games and having to rename them forcing you to no longer share those files with the torrent? Who has that kind of space? Well I do, but I want to save it for pr0n damnit! With this feature you can map your HyperSpin xml name to an entirely different one and not need to rename all those large cd sets. Want to use different archive names versus what's inside the archive, you can do that too. Want to use your "Good Sets" too? Throw all those translations and hacks inside an archive and show a menu on launch to choose between what version you want to play!
    • Fully customizable launch menu!
    • Show flags as region types for easy identification on different region roms.

    Module and Emulator Restructuring

    • Throw out all your old modules...are they in the garbage yet? Good, cause you no longer need one module for every system. From now on, your emulators are tied to a module, no matter what system or game you need to use it on. Yes I know it sucked having to update 10 MESS modules when an update came out, think of how I felt having to update them all! From now on you assign default emulators to your system and can further customize each game to use a different emulator if you so choose. Fear not about updating your HyperSpin xml anymore as exe tags are useless, all this gets stored in our ini files and managed via HLHQ!

    Logging

    • Logging has seen a huge change and we now can track very little or almost everything!
    • Define the amount of logging and even if you want to include your module and file properties. Remember to set your log level to troubleshooting when posting logs for help with your issues!
    • Logs now tell you the amount of time from one log entry to the next, so you can judge where slowdowns may be on your system.

    User Functions

    • For you code jockies, create your own features and have them accessable to all modules and systems or just create a custom function that you need to call in only a handful of them. You are only limited by your imagination and your skills.

    HyperLaunch 3 - Your Favorite Front End Companion
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    This looks very promising. I'm in the final stages of my cab build and have been trailing HS which I'm very pleased with so far.

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    Kinda looks like a pain to update/setup as good as it looks ima pass until its put into a release however it gives alot of hope to Hyperspin 2.0s release

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    I Did try it i couldnt even figure out how to install it cause when i was downloading the stuff from dropbox everything became renamed into just crazy different things and files were everywhere im not trying to insult it or offend anyone by any means from what ive seen and the videos it looks amazing but it got me all mixed up so ima wait

     

     

     

    EDIT: Retrying it now it seems to have downloaded correctly this time

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    You can now download everything from the download section instead of dropbox.

    Sent from my Samsung Galaxy S3

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    Ya i tryed and gave up lol I Dont understand how im supposed to organize the folders Im so used to just the normal hyperspin expierence and it just seems like the way it looks now i have to relocate everything into Hyperlaunchs "new" media folders and just cant be bothered lol right now been setting up hyperspin and its videos artworks etc for like 2 weeks now not ready to stepup to that but it does look amazing

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    Those media folders are only if your using the advanced features of hyper pause. The modules make running the emulators in hyperspin a breeze

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    Ya id want to use the new features lol like hyperpause looks amazing with the easy change disks and reading manuels and move lists but im on 2+ weeks working on my hyperspin ill upgrade to it eventually when i have the time and paitence and get my current build all fixed up and by then im sure there will be a even more stable compact download Amazing work on it though for the team involved

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    Respect to all the guys inolved will test it later.looking forward to this one hope they fixed hyperlaunch for running in the back and not closing first time its run i had issues with this..but its a great program..hyperspi and emumovies and hypersync just gets better and better..thx again for all your hard work...

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    OK. The two 50 minute YouTube clips on the HS forum are a bit long for me but have started watching. The application though is mind blowing. These dudes have some serious bling in that thing.

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    Took me one evening to get it 90 percent from a fresh install. Just merged the media and database folders from my old setup. Essentially, the only time consuming part was changing paths (I opted to update all my emulator folders with their version number). Hyperlaunch 3.0 is so easy to set up its almost irritating. Thankfully, I can now spend days, weeks, and months tweaking the bazillion settings to my absolute liking. Just remember to use global emulators and not system emulators whenever possible (which it pretty much always is).

     

    Step 1: Install

    Step 2: Change path for global emulator to your emulator exe

    Step 3: In your system options set emulator as default

    Step 4: Update rompath

    Step 5: Enjoy.  

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    Step 6: Setup HyperSync and get everything updated. :)

    I have to find some more HD space but I'm starting a clean install now myself. I use the HyperSpin project from UG and update as I go but now I want to start from the ground up.

    Would be interested in the list of emulators you all use and why you use them?

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    The only system I feel confident about, because I spent time testing each emulator, is SNES. I was having what I now know is a refresh rate problem, and while many emulators have the V sync option, I still got that unbearable screen tear. Thread on Hyperspin: here. I found a way to eliminate the tear through catalyst control, but I also tried Mednafen as suggested and I never looked back. Mednafen didn't require any additional work, it just naturally eliminated the tear. I was so impressed with it that I got rid of Fusion even though I never had any problems with it and I use mednafen for every system it will emulate.

     

    IMO best looking options snes.pixshader autoipsharper, snes.special supereagle, stretch aspect

    But I'm not one to try and make a system look like it used to. 

     

    Theres no module support for mame plus, but otherwise I'd use that for the shaders. Even if I could get away with using one of the other modules, I have yet to take the time to learn how to compile the cave no nag hi score stuff, so that's going to have to wait. 

    I'd have to say that everything else I use is pretty standard. 

     

    Personally, the best part about the new hyperlaunch is that you have a list of emulators, all you have to do is download one, set the path to it in global, and then you can change the system default back and forth between emulators for instant tests. As part of my setup I started "collecting" emulators for just this purpose, and eventually I'll be able to answer your question better, but for now, I can't say enough good things about mednafen.

     

    Walter. 

     

     

     

     

     

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    I've been using Maximus for a while. This looks pretty damn impressive. I thin I'll just HAVE to try out Hyperspin..

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