Difference between revisions of "RocketLauncher INI keys and values"

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*Example: C:\Program Files (x86)\gs\gs9.06\bin\gswin32c.exe
 
*Example: C:\Program Files (x86)\gs\gs9.06\bin\gswin32c.exe
 
|}
 
|}
 +
<br />
 +
For more information about HyperPause keys, see the HyperPause section.
 +
<br />
 +
<br />
 +
<span style="font-size: 160%;">'''[DAEMON Tools]'''</span>
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<br />
 +
{| class="wikitable" style="background:transparent;"
 +
|style="text-align:center;" |'''Key'''
 +
|style="text-align:center;" |'''Default Value'''
 +
|style="text-align:center;" | '''Description'''
 +
|-
 +
|DAEMON_Tools_Path
 +
|
 +
|Path to your DTLite.exe. This program is necessary to mount disc images if the emulators do not support them.
 +
|-
 +
|DAEMON_Tools_Add_Drive
 +
|true
 +
|Adds a "SCSI" or "DT" drive if one was not installed manually on your system.
 +
<br />
 +
*This gives the HyperLaunch permission to add a drive if it detected one was never made.
 +
*Which drive made is determined by what you have DAEMON_Tools_Use_SCSI set to.
 +
|}
 +
For more information about DAEMON Tools, see the DAEMON Tools section.
 +
<br />
 +
<br />
 +
<span style="font-size: 160%;">'''[CPWizard]'''</span>
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{| class="wikitable" style="background:transparent;"
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|style="text-align:center;" |'''Key'''
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|style="text-align:center;" |'''Default Value'''
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|style="text-align:center;" | '''Description'''
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|-
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|CPWizard_Path
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|
 +
|Path to CPWizard.exe
 +
|}
 +
For more information about CPWizard, see the CPWizard section.
 +
<br />
 +
<br />
 +
<span style="font-size: 160%;">'''[Keymapper]'''</span>
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{| class="wikitable" style="background:transparent;"
 +
|style="text-align:center;" |'''Key'''
 +
|style="text-align:center;" |'''Default Value'''
 +
|style="text-align:center;" | '''Description'''
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|-
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|Xpadder_Path
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|..\Utilities\Xpadder\xpadder.exe
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|Path to Xpadder.exe
 +
<br />
 +
*Xpadder (2012 or newer) is required.
 +
|-
 +
|JoyToKey_Path
 +
|..\Utilities\JoyToKey\JoyToKey.exe
 +
|Path to JoyToKey.exe
 +
<br />
 +
*JoyToKey (v5.0+) is required.
 +
|-
 +
|JoyIDs_Path
 +
|..\Utilities\JoyIDs\JoyIDs.exe
 +
|Path to JoyIDs.exe
 +
|-
 +
|Custom_Joy_Names_Enabled
 +
|false
 +
|If true, enables custom joystick names and groupings for your controllers.
 +
|-
 +
|Custom_Joy_Names
 +
|
 +
|A list of custom names being associated with a default control panel joystick name. A custom name can be used more than once. A default joystick name can only have one custom name assigned to it.
 +
|-
 +
|Keymapper_FrontEnd_Profile_Name
 +
|HyperSpin
 +
|Prefix of your Frontend profile. It is used for the profile that is loaded when you exit your game. If this is set to HyperSpin and use xpadder, HyperLaunch will look for a HyperSpin.xpadderprofile.
 +
|-
 +
|Keymapper_HyperLaunch_Profile_Enabled
 +
|false
 +
|If true it will enable the HyperLaunch menu profile for the HyperLaunch windows (ex. HyperPause, Multigame, any future additions). This would let you use the HyperLaunch's navigation keys for your joystick.
 +
|}
 +
For more information about Keymapper, see the Keymapper section.

Revision as of 22:14, 9 February 2015

Contents

1 Important Information
2 Settings\HyperLaunch.ini:

2.1 [Settings]
2.2 [Logging]
2.3 [Navigation]
2.4 [7z]
2.5 [Fade]
2.6 [MultiGame]
2.7 [HyperPause]
2.8 [DAEMON Tools]
2.9 [CPWizard]
2.10 [Keymapper]
2.11 [VJoy]
2.12 [BetaBrite]

3 Settings\Global HyperLaunch.ini:

3.1 [Settings]
3.2 [Desktop]
3.3 [Exit]
3.4 [DAEMON Tools]
3.5 [CPWizard]
3.6 [Fade]
3.7 [7z]
3.8 [Keymapper]
3.9 [VJoy]
3.10 [MultiGame]
3.11 [HyperPause]
3.12 [Bezel]
3.13 [Statistics]
3.14 [Rom Mapping]
Important Information:


  • By default HyperLaunch sets all paths as directories relative to HyperLaunch's root folder. Thus, when you see a path set to ".\Modules" and you have HyperLaunch installed in C:\Hyperspin, this actually means that the full path is C:\HyperSpin\Modules.
  • If you want to make a relative path to C:\Games, you would use "..\Games"
  • If you need to go up 2 folders, use "..\..\Program Files"
  • If you delete any values by using HyperLaunchHQ or manually editing the inis, HyperLaunch will use the default value.


  • Relative paths are great for creating portable installations for use on different computers. If you prefer the full path structure, you can always use the traditional full path in your ini settings.



Settings\HyperLaunch.ini:



[Settings]


Key Default Value Description
Modules_Path .\Modules Path to where all your Modules are stored.
HyperLaunch_Media_Path .\Media The folder all HyperLaunch media will stem from.


  • Global fade images would be %HLMediaPath%\Frontend\Images\Fade
  • System fade images would be %HLMediaPath%\%SystemName%\Images\Fade
  • MultiGame images would be %HLMediaPath%\%SystemName%\Images\MultiGame
  • Error sounds would be %HLMediaPath%\Frontend\Sounds\HyperLaunch Error Sounds
Frontend_Path ..\HyperSpin.exe Path to the Frontend you are launching HyperLaunch from.


  • Needs to end with the executable of your Frontend
  • HyperLaunch will put focus back to this process on a normal exit.
Profiles_Path .\Profiles Path to your Profiles folder where all your Xpadder, JoyToKey, AutoHotKey, and VJoy profiles will stem from.
Exit_Script_Key ~q & ~s Key to exit HyperLaunch.exe in emergencies when a module gets stuck.


  • Use this instead of manually opening task manager end closing the HyperLaunch process.
  • This does not use xHotkey, so it must follow ahk's hotkey rules.
Exit_Emulator_Key ~Esc Key(s) to exit your emulator, Separate multiple values with |.


  • For most of the systems the Esc key should work fine when exiting the emulator. You should check the emulator modules to see if there is additional information about exit keys compatibility issues.
  • Some emulators however will exit immediately if Esc is sent. This will not permit the use of Fade_Out in these cases. If you have emulators like this and want to always have Fade_Out, it is advised to use a different exit key.
  • ~ before the Key name is no longer required and will be inserted automatically where it needs to be. This means that the Key press is sent to the emulator and HyperLaunch at the same time.
  • You can set different exit keyboard keys or joystick buttons. Just check the key names on the autohotkey website.
  • More information can be found here.
Toggle_Cursor_Key ~e & ~t Toggles hiding/unhiding the mouse cursor. This does not use xHotkey, so it must follow ahk's hotkey rules.
Emu_Idle_Shutdown 0 The amount of milliseconds you want HyperLaunch to exit back to your front end if left idle. 300000 = 5 minutes.


  • This is disabled while in HyperPause and re-enabled after exiting
Last_System Set by HyperLaunch automatically, this keeps track of the last system used.
Last_Rom Set by HyperLaunch automatically, this keeps track of the last rom used.
Last_Module Set by HyperLaunch automatically, this keeps track of the last module used.


[Logging]

Key Default Value Description
Logging_Level 3 Controls the amount of logging being written in your HyperLaunch.log.


  • 0 = Off, 1 = Info, 2 = Warning, 3 = Error, 4 = Debug1, 5 = Debug2.
  • Whatever level you set, will log that level and everything under it. For example, if you have this set to 2, it will log Warnings and Info.
  • To save on disk I/O, logs or stored in memory and dumped to file on exit.
  • Set to 10 in troubleshooting situations where log is not being saved. This forces line-by-line saving of all logs, instead of saving the log only on exit.
  • When posting a log on the forum, the more detail, the better, especially for difficult problems.
  • Setting this to Debug1 or higher will also perform additional CRC checks on your HL files to make sure you are running official versions
  • Setting a log level 4 or higher turns on logging in the HyperLaunch.dll, which can also hinder performance.
  • Turning logs off can greatly increase loading times on slower systems or ones running anti-virus. On faster ones it will have little to no effect
Logging_Include_Module true If true, includes all your injected module settings and module in the log.


  • Only reason to set this to false is if you want a cleaner log to make it faster to troubleshoot a specific section of launching.
  • When posting a log on the forum, always include the module in the log.
Logging_Include_File_Properties true If true, logs all file properties of every file HyperLaunch checks if exists


  • These logs will still only show on Logging_Level 4 or greater.
  • When debugging, and you know the problem is not a file, it's good to turn this off to make the log easier to read.
  • Turning this off can greatly increase loading times on slower systems or ones running anti-virus. On faster ones it will have little to no effect
Logging_Show_Command_Window false If true, shows a command window (cmd.exe) of the CLI sent to the application


  • Only used to troubleshoot launching. Keep this false for normal usage.
  • This replaces the need to create a batch file to see what errors the application may print in the command window that ahk would never show.
  • It is suggested to disable Fade In while using this so there are no problems seeing the command window.
  • It is also suggested to change the emu to windowed mode or alt-tab out to see the command window.
  • If you have a launch error in the command window, but not during normal use, check if there are any spaces not wrapped in quotes.
Logging_Log_Command_Window false If true, outputs the log to file instead of to the command window.


  • Standard logs get saved in the HyperLaunch root folder as command_output.log
  • Errors get saved in the HyperLaunch root folder as command_error.log


[Navigation]

Key Default Value Description
Navigation_Up_Key Up Player 1 Up navigation key to move about in-game features of HyperLaunch
Navigation_Down_Key Down Player 1 Down navigation key to move about in-game features of HyperLaunch
Navigation_Left_Key Left Player 1 Left navigation key to move about in-game features of HyperLaunch
Navigation_Right_Key Right Player 1 Right navigation key to move about in-game features of HyperLaunch
Navigation_Select_Key Enter Player 1 Select navigation key to move about in-game features of HyperLaunch
Navigation_P2_Up_Key Numpad8 Player 2 Up navigation key to move about in-game features of HyperLaunch
Navigation_P2_Down_Key Numpad2 Player 2 Down navigation key to move about in-game features of HyperLaunch
Navigation_P2_Left_Key Numpad4 Player 2 Left navigation key to move about in-game features of HyperLaunch
Navigation_P2_Right_Key Numpad6 Player 2 Right navigation key to move about in-game features of HyperLaunch
Navigation_P2_Select_Key NumpadEnter Player 2 Select navigation key to move about in-game features of HyperLaunch


[7z]

Key Default Value Description
7z_Path Module Extensions\7z.exe Path to 7z.exe. On first run, or a deleted key, this value will default to the Module Extensions folder.


For more information about 7z, see the 7Zip section.

[Fade]

Key Default Value Description
Fade_Interrupt_Key Key(s) used to interrupt the Fade process and continue loading.


  • You can define any amount of keys separated by |.
  • If this is set to "anykey", any key press will interrupt Fade.
Fade_Detect_Error true If true, shows an error if any of the below functions in a module does not return correctly.


  • If you disable this, you will not be able to pinpoint errors if they exist in the module related to the below functions.
  • There really should never be a need to disable this.
  • Two of the most common reasons an error would be detected are using the wrong emu or emu version than a module was made for or defining a wrong WinTitle in the below functions.
    • WinWait - If WinTitle provided in this function fails to appear, ErrorLevel is set to 1 and will ScriptError, default is 30 seconds
    • WinWaitActive - If WinTitle provided in this function fails to become active, ErrorLevel is set to 1 and will ScriptError, default is 30 seconds

For more information about Fade keys, see the Fade section.

[MultiGame]

Key Default Value Description
MultiGame_Key ~NumpadSub Key to bring up the MultiGame feature. Will also close MultiGame when it is active.


  • ~ is not required and will be inserted automatically if missing.


For more information about MultiGame, see the MultiGame section.

[HyperPause]

Key Default Value Description
HyperPause_Key ~NumpadAdd Key that brings up HyperPause while in game. Will also Close HyperPause when it is active.


  • ~ is not required and will be inserted automatically if missing.
HyperPause_Back_to_Menu_Bar_Key X Key that brings you back to the Menu Bar in HyperPause. This key is only active while HyperPause is active.
HyperPause_Zoom_In_Key C Key to zoom in on PDFs and images while in HyperPause. This key is only active while HyperPause is active.
HyperPause_Zoom_Out_Key V Key to zoom out on PDFs and images while in HyperPause. This key is only active while HyperPause is active.
HyperPause_Screenshot_Key ~PrintScreen Key to take a screenshot and have it saved in the HyperPause\Artwork folder. These will be automatically used as images when bringing up HyperPause.


  • ~ is not required and will be inserted automatically if missing.
HyperPause_Resource_Path .\HyperPause Path to your HyperPause folder where all HyperPause artwork, controllers, music, videos, manuals, guides, play statistics, etc... are stored.
HyperPause_Ghostscript_Path Path to where you installed Ghostscript.


  • This program is necessary to show PDF files in HyperPause.
  • Example: C:\Program Files (x86)\gs\gs9.06\bin\gswin32c.exe


For more information about HyperPause keys, see the HyperPause section.

[DAEMON Tools]

Key Default Value Description
DAEMON_Tools_Path Path to your DTLite.exe. This program is necessary to mount disc images if the emulators do not support them.
DAEMON_Tools_Add_Drive true Adds a "SCSI" or "DT" drive if one was not installed manually on your system.


  • This gives the HyperLaunch permission to add a drive if it detected one was never made.
  • Which drive made is determined by what you have DAEMON_Tools_Use_SCSI set to.

For more information about DAEMON Tools, see the DAEMON Tools section.

[CPWizard]

Key Default Value Description
CPWizard_Path Path to CPWizard.exe

For more information about CPWizard, see the CPWizard section.

[Keymapper]

Key Default Value Description
Xpadder_Path ..\Utilities\Xpadder\xpadder.exe Path to Xpadder.exe


  • Xpadder (2012 or newer) is required.
JoyToKey_Path ..\Utilities\JoyToKey\JoyToKey.exe Path to JoyToKey.exe


  • JoyToKey (v5.0+) is required.
JoyIDs_Path ..\Utilities\JoyIDs\JoyIDs.exe Path to JoyIDs.exe
Custom_Joy_Names_Enabled false If true, enables custom joystick names and groupings for your controllers.
Custom_Joy_Names A list of custom names being associated with a default control panel joystick name. A custom name can be used more than once. A default joystick name can only have one custom name assigned to it.
Keymapper_FrontEnd_Profile_Name HyperSpin Prefix of your Frontend profile. It is used for the profile that is loaded when you exit your game. If this is set to HyperSpin and use xpadder, HyperLaunch will look for a HyperSpin.xpadderprofile.
Keymapper_HyperLaunch_Profile_Enabled false If true it will enable the HyperLaunch menu profile for the HyperLaunch windows (ex. HyperPause, Multigame, any future additions). This would let you use the HyperLaunch's navigation keys for your joystick.

For more information about Keymapper, see the Keymapper section.