23 July 2007, 23:15 | #1 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
|
Trainer GUI
Incidentally Girv, whatever happened to your mega-trainer screen that was going to appear before WHDLoad games started up?
I think your energy would be far better spent on that as it would make setting cheats a lot easier than tooltypes, and would eliminate those annoying GUI's that popup on your installs! |
24 July 2007, 01:13 | #2 | |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
Quote:
D'ya think its wise to start adding extra hardware hitting "whdtro" code to installs anyway? I wondered about that and came up with a Plan B to do a similar idea but as an OS GUI, but again since I thought something like that was going into WHDLoad anyway... TBH I'm not sure what the best approach would be if the project were to be resurrected. |
|
24 July 2007, 01:14 | #3 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
|
24 July 2007, 01:29 | #4 |
Wipe-Out Enthusiast
Join Date: Nov 2005
Location: .
Age: 43
Posts: 2,538
|
just to jump in "as a normal whdload user" - i like to see all the cheats / variants etc done on tooltypes, and would like to avoid -any- kind of gui if possible.... (sorry Girv!)
largely because i use whdload a lot from my own GUIs, (in the style of the game menus) which means working with command-lines.... and i still like to include trainers where i can. this thread has made fascinating reading btw guys |
24 July 2007, 04:25 | #5 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
|
For the trainer, I thought the idea was it would be some extra module that WHDLoad loads and calls. The slave programmer would just put in a list structure something like:
Code:
dc.l LivesValue, YES_NO, _LivesName, DEFAULT_NO dc.l EnergyValue, YES_NO, _EnergyName, DEFAULT_NO dc.l LevelValue, NUMBER, _LevelName, MIN_VALUE, 1, MAX_VALUE, 8, DEFAULT, 1 LivesValue dc.l 0 EnergyValue dc.l 0 LevelValue dc.l 0 _LivesName dc.b "Infinite lives",0 _EnergyName dc.b "Infinite energy",0 _LevelName dc.b "Starting level (1-8)",0 And the same trainer module would be used in all slaves that support it so only one place to fix bugs. |
24 July 2007, 05:33 | #6 | |
Amiga-based Cyborg
Join Date: Dec 2004
Location: Canada
Posts: 808
|
Quote:
(using your own logic...) Why go to all the work of changing Girv's GUIs when they work fine as is and will only benefit a few slaves? |
|
24 July 2007, 10:11 | #7 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
@mr_a500: the suggestion was to make a common menu module to benefit all slaves.
@Codetapper: yes, a common trainer module, but would it be better as OS or non-OS ? Though I guess I have the non-OS one half done already |
24 July 2007, 10:20 | #8 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
|
Can't we all just hug and get along?
|
24 July 2007, 10:46 | #9 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
Well alright come on then GHD, have a hug
|
24 July 2007, 10:57 | #10 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
|
The trainer module would have to be non-OS if it runs inside WHDLoad, otherwise it would require a kickstart image in devs. Plus you can debug them easier inside WHDLoad
|
24 July 2007, 11:00 | #11 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
|
|
24 July 2007, 11:51 | #12 | |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
Quote:
The WHDLoad module is probably easier to write but needs slave updates to be used. It also has an outside chance of being added to WHDLoad itself someday. The OS program would be set as the default tool of the icon and use a definition held in a human readable text file to parse the other icon tooltypes and display a GUI, launching WHDLoad with the chosen options when its done. The advantage is that anyone who can understand the text file format can add a GUI to a game with no change to the slaves. |
|
24 July 2007, 11:54 | #13 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
|
24 July 2007, 12:24 | #14 |
move.w #$4489,$dff07e
Join Date: Sep 2005
Location: Norfolk, UK
Age: 42
Posts: 2,351
|
Possibly followed by the clearing of the throat and a conversation about football in a deep voice
|
24 July 2007, 12:31 | #15 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
Power tools, beer, sports cars or "Hot Or Not" would also be acceptable
Maybe a mod would like to split or move this thread? We've wandered off the title topic... |
24 July 2007, 13:51 | #16 | |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
|
Quote:
If there isn't enough memory to run the game, the external trainer menu would still appear, pick all the options, then WHDLoad says it can't run the game. The external file would still have to process and handle possible bogus data in the text file vs assembled flags similar to a patchlist in the slave which is far easier to check. The WHDLoad method would also mean you are not restricted to 5 CUSTOMX tooltype parameters passed to the game. The trainer menu itself could be globally disabled for people that do not like cheats. |
|
24 July 2007, 14:56 | #17 |
Wipe-Out Enthusiast
Join Date: Nov 2005
Location: .
Age: 43
Posts: 2,538
|
so much serious discussion!
all i hope is that you allow "us norm's" to still disable the GUI (be it OS or non-OS based ) and still access the cheats via standard tooltypes (like the massive "Zeewolf 2" set of addable tooltypes!) should we want to.... |
24 July 2007, 18:19 | #18 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,109
|
Disabling the GUI or presetting the menu options from tooltypes would be up to the individual slave programmer to implement. It wouldn't be possible (with current WHDLoad ) to save changes made in the GUI back to the tooltypes though.
|
24 July 2007, 18:56 | #19 | |
Wipe-Out Enthusiast
Join Date: Nov 2005
Location: .
Age: 43
Posts: 2,538
|
Quote:
that's ok... i wouldnt be bothered about doing that, since i doubt i would be using the GUI that often anyway when emulating.... (i notice your JSW2 gui still lets you define everything by tooltypes.. athough i havent tried it yet - this is the way i like it!) edit: anyone actually tried StingRay's updated DogFight slave yet? |
|
24 July 2007, 21:13 | #20 |
Moderator
Join Date: Nov 2001
Location: Germany
Posts: 866
|
My plans for implementing this are:
Extend Slave header to allow the Slave to describe Custom options (type, value range, description) like the example from Codetapper New option for WHDLoad refering to a text file which contains the same information, to make it possible to add the trainer gui without updating the Slave I like to add the trainer gui into the splash window. There should be a save button to write the config into tooltypes back (if started from wb). New option TrainerDelay which specifies how long the trainer gui will be displayed. 0 means no display, -1 means unlimited display. The splash window will then be shown for: SplashDelay if there is no trainer SplashDelay+TrainerDelay if there is trainer if SplashDelay=0 it is only opens if there is a trainer If someone likes to write a own Trainer gui he can still does this by a program running before WHDLoad and reading the Slave header/seperate text file and then call WHDLoad as possible today. Does this cover all needs? |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
GUI and minimizing | mark_k | support.WinUAE | 3 | 14 March 2012 17:33 |
Kumiko GUI - Amiga Workbench 3.1 GUI for Windows | milika | Amiga scene | 31 | 18 April 2007 19:16 |
OS 3.9 GUI Improvements | redneon | Amiga scene | 11 | 17 February 2005 08:56 |
Screenshots in GUI? | snarfo | request.UAE Wishlist | 4 | 30 December 2004 19:49 |
|
|